绘画作为沉浸式虚拟现实学习的反思策略,提高学生的科学成果

Ting-Yu Hsu, Ming-Puu Chen
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引用次数: 0

摘要

沉浸式虚拟现实(IVR)技术具有很大的潜力,可以提供高存在感和实时交互,通过呈现3D可视化来模拟真实的学习情况,以提高学习生物学的有效性,特别是在亚微观水平上的遗传学主题,包括基因,染色体和dna是抽象的,不能直接感知或触摸。本研究采用不同类型的媒体学习环境,包括传统的PC-slides和VR-game等IVR,对109名中学生进行科学课程的体验式学习。本研究的目的是探讨反思策略和媒介类型对被试认知结果的影响。媒介和方法之间的显著互动表明,反思策略通过沉浸式VR学习环境(IVREs)提高了学习者的认知表现,而传统的pc幻灯片却没有。vr游戏通过绘图的方式,使学生在学习中最投入,最专注于重要概念的重点;非反思型学习者专注于游戏,他们的学习很容易受到干扰。结果表明,具有特定反射方法的沉浸式虚拟现实能够有效提高学习成绩,而绘画作为一种生成性学习策略确实减少了学习的外部认知负荷,提高了认知加工的有效性。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Drawing as reflection strategy for immersive virtual reality learning to enhance students’ science outcome
Immersive virtual reality (IVR) technology has a great potentiality in providing high presence and in-time interactions to simulate real learning situations by presenting 3D visualization to enhance the effectiveness of learning about biology, especially genetics topics which on a submicroscopic level including genes, chromosomes, and DNAs are abstract and cannot be directly perceived or touched. In this study, different types of media learning environments, including traditional PC-slides and IVR, such as VR-game, which were employed for experiential learning of science courses with 109 students in the middle school. The purpose of this study was to investigate the effects of reflection strategy and type of media on participants’ cognitive outcomes. Significant interaction between media and methods illustrated the reflection strategy enhanced learners' cognitive performance through immersive VR learning environments (IVREs), but not traditional PC-slides. By using the drawing method, the VR-game made students the most engaged in learning and focus on the key points of important concepts; non-reflection learners focused on games and their learning was easily disturbed. It was concluded that the immersive virtual reality with the specific reflection method was effective in increasing learning performance and the drawing as a generative learning strategy indeed reduced the external cognitive load of learning and promoted the effectiveness of cognitive processing.
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