Web-Based Virtual Reality Development in Classroom: From Learner's Perspectives

V. Nguyen, R. Hite, Tommy Dang
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引用次数: 31

Abstract

Virtual Reality (VR) content development tools are in continuous production by both enthusiastic researchers and software development companies. Yet, learners could benefit from participating in this development, not only for learning vital programming skills, but also skills in creativity and collaboration. Web-based VR (WebVR) has emerged as a platform-independent framework that permits individuals (with little to no prior programming experience) to create immersive and interactive VR applications. Yet, the success of WebVR relies on students' technological acceptance, the intersectionality of perceived utility and ease of use. In order to determine the effectiveness of the emerging tool for learners of varied experience levels, this paper presents a case study of 38 students who were tasked with developing WebVR 'dream' houses. Results showed that students were accepting of the technology by not only learning and implementing WebVR in a short time (one month), but were also capable of demonstrating creativity and problem-solving skills with classroom supports (i.e., pre-project presentations, online discussions, exemplary projects, and TA support). Results as well as recommendations, lessons learned, and further research are addressed.
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基于网络的虚拟现实在课堂上的发展:从学习者的角度
虚拟现实(VR)内容开发工具是由热情的研究人员和软件开发公司不断生产的。然而,学习者可以从参与这种发展中受益,不仅可以学习重要的编程技能,还可以学习创造力和协作技能。基于web的VR (WebVR)已经成为一个独立于平台的框架,允许个人(几乎没有编程经验)创建身临其境的交互式VR应用程序。然而,WebVR的成功取决于学生对技术的接受程度、感知效用和易用性的交叉性。为了确定这一新兴工具对不同经验水平学习者的有效性,本文提出了一个38名学生的案例研究,他们的任务是开发WebVR“梦想”之家。结果显示,学生们不仅在短时间(一个月)内学习和实施了WebVR,而且能够在课堂支持(即项目前演示、在线讨论、示范项目和助教支持)下展示创造力和解决问题的技能,从而接受了这项技术。结果以及建议、经验教训和进一步的研究。
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