基于游戏的虚拟现实考古入门教学环境中动机支持与游戏特征的关系

IF 1.4 Q2 EDUCATION & EDUCATIONAL RESEARCH
L. Shackelford, Wenhao David Huang, Alan B. Craig, Cameron Merrill, Danying Chen
{"title":"基于游戏的虚拟现实考古入门教学环境中动机支持与游戏特征的关系","authors":"L. Shackelford, Wenhao David Huang, Alan B. Craig, Cameron Merrill, Danying Chen","doi":"10.1080/09523987.2019.1669946","DOIUrl":null,"url":null,"abstract":"ABSTRACT Virtual reality (VR) and game-based learning strategies have rarely been investigated together with a keen focus on motivational processing. This lack of understanding on motivational support of VR game-based learning has hindered the design of such environments to effectively and efficiently support intended learning processes. The study revealed relationships between learners’ motivational processing and perceived game features in a VR learning environment for delivering introductory archaeology content to college students. The first part of the study adopted the complementary concurrent mixed-method design, which applied qualitative results to clarify quantitative findings to delineate motivational support perceived by 40 participants. The second part employed quantitative survey data only from the same sample to reveal perceived game features and relationships between motivational support and game features. Findings suggest that learners’ motivational processing was supported by the Confidence and Satisfaction components of the ARCS motivational design model. Additionally, not all motivational components were supported by perceived game features according to multiple regression analyses. The discussion of the findings is focused on in what areas and to what extent multimedia-rich VR elements might compete with game-based learning in the same learning environment for learners’ limited cognitive and behavioral learning capacities.","PeriodicalId":46439,"journal":{"name":"Educational Media International","volume":"34 1","pages":"183 - 200"},"PeriodicalIF":1.4000,"publicationDate":"2019-07-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"9","resultStr":"{\"title\":\"Relationships between motivational support and game features in a game-based virtual reality learning environment for teaching introductory archaeology\",\"authors\":\"L. Shackelford, Wenhao David Huang, Alan B. Craig, Cameron Merrill, Danying Chen\",\"doi\":\"10.1080/09523987.2019.1669946\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"ABSTRACT Virtual reality (VR) and game-based learning strategies have rarely been investigated together with a keen focus on motivational processing. This lack of understanding on motivational support of VR game-based learning has hindered the design of such environments to effectively and efficiently support intended learning processes. The study revealed relationships between learners’ motivational processing and perceived game features in a VR learning environment for delivering introductory archaeology content to college students. The first part of the study adopted the complementary concurrent mixed-method design, which applied qualitative results to clarify quantitative findings to delineate motivational support perceived by 40 participants. The second part employed quantitative survey data only from the same sample to reveal perceived game features and relationships between motivational support and game features. Findings suggest that learners’ motivational processing was supported by the Confidence and Satisfaction components of the ARCS motivational design model. Additionally, not all motivational components were supported by perceived game features according to multiple regression analyses. The discussion of the findings is focused on in what areas and to what extent multimedia-rich VR elements might compete with game-based learning in the same learning environment for learners’ limited cognitive and behavioral learning capacities.\",\"PeriodicalId\":46439,\"journal\":{\"name\":\"Educational Media International\",\"volume\":\"34 1\",\"pages\":\"183 - 200\"},\"PeriodicalIF\":1.4000,\"publicationDate\":\"2019-07-03\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"9\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Educational Media International\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1080/09523987.2019.1669946\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"Q2\",\"JCRName\":\"EDUCATION & EDUCATIONAL RESEARCH\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Educational Media International","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1080/09523987.2019.1669946","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q2","JCRName":"EDUCATION & EDUCATIONAL RESEARCH","Score":null,"Total":0}
引用次数: 9

摘要

虚拟现实(VR)和基于游戏的学习策略很少与关注动机加工一起被研究。缺乏对基于VR游戏的学习动机支持的理解阻碍了这种环境的设计,无法有效和高效地支持预期的学习过程。该研究揭示了在向大学生传授考古学入门内容的VR学习环境中,学习者的动机加工与感知到的游戏特征之间的关系。研究的第一部分采用互补并行混合方法设计,用定性结果澄清定量结果来描述40名参与者感知到的动机支持。第二部分仅使用来自同一样本的定量调查数据来揭示感知游戏功能以及动机支持与游戏功能之间的关系。研究结果表明,学习者的动机加工受到ARCS动机设计模型的信心和满意成分的支持。此外,根据多元回归分析,并非所有动机成分都受到感知游戏功能的支持。对研究结果的讨论主要集中在在哪些领域,以及在多大程度上,在相同的学习环境中,多媒体丰富的VR元素可能与基于游戏的学习竞争,以满足学习者有限的认知和行为学习能力。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Relationships between motivational support and game features in a game-based virtual reality learning environment for teaching introductory archaeology
ABSTRACT Virtual reality (VR) and game-based learning strategies have rarely been investigated together with a keen focus on motivational processing. This lack of understanding on motivational support of VR game-based learning has hindered the design of such environments to effectively and efficiently support intended learning processes. The study revealed relationships between learners’ motivational processing and perceived game features in a VR learning environment for delivering introductory archaeology content to college students. The first part of the study adopted the complementary concurrent mixed-method design, which applied qualitative results to clarify quantitative findings to delineate motivational support perceived by 40 participants. The second part employed quantitative survey data only from the same sample to reveal perceived game features and relationships between motivational support and game features. Findings suggest that learners’ motivational processing was supported by the Confidence and Satisfaction components of the ARCS motivational design model. Additionally, not all motivational components were supported by perceived game features according to multiple regression analyses. The discussion of the findings is focused on in what areas and to what extent multimedia-rich VR elements might compete with game-based learning in the same learning environment for learners’ limited cognitive and behavioral learning capacities.
求助全文
通过发布文献求助,成功后即可免费获取论文全文。 去求助
来源期刊
Educational Media International
Educational Media International EDUCATION & EDUCATIONAL RESEARCH-
CiteScore
3.20
自引率
0.00%
发文量
10
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
确定
请完成安全验证×
copy
已复制链接
快去分享给好友吧!
我知道了
右上角分享
点击右上角分享
0
联系我们:info@booksci.cn Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。 Copyright © 2023 布克学术 All rights reserved.
京ICP备2023020795号-1
ghs 京公网安备 11010802042870号
Book学术文献互助
Book学术文献互助群
群 号:481959085
Book学术官方微信