Advancing VR edutainment design in blended learning: Learners’ views from wine classroom

Anthony Kong, Zeping Feng
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Abstract

Previous research has explored virtual reality in wine education, but has primarily focussed on instructional design and learning outcomes, neglecting user interface and experiential (UI/UX) aspects. Therefore, challenges remain for incorporating VR technology in wine classrooms in a blended classroom format, such as limited VR expertise, inadequate technical preparation, and student resistance to pedagogical change. To complement and optimize these gaps, the researcher designed a VR experience system to transform sommelier courses into immersive blended learning experiences. Using a mixed-method approach combining experiments and interviews with 40 participants, this study explored the differences between gaming and instructional VR design in wine education. The study highlighted key considerations in terms of user interface/user experience, including overcoming the difficulty of replicating real-world sensations, increasing engagement through controllers, and providing adequate space for movement. Ensuring comfort and mitigating physical discomfort is critical to a good VR learning experience. This study explores learners' perceptions of blended virtual reality (VR) learning in wine education, including the advantages, issues, and design strategies for improving the VR learning experience and addressing wine education challenges. The findings suggest that to improve the efficacy of VR in wine education, problems must be addressed through improved UI/UX design. This includes pedagogical labelling, sensory integration, active engagement, stability, comfort and language skill development. Enhancing immersion and realism by replicating sensory stimuli and facilitating authentic interactions is critical, as is customising the VR experience for a specific topic and implementing a holistic strategy. The addition of VR technology to the wine classroom can provide learners with feedback and a balanced and immersive blended learning experience, which can in turn improve the effectiveness of wine education.

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在混合式学习中推进虚拟现实寓教于乐的设计:来自葡萄酒课堂的学员观点
以往的研究对葡萄酒教育中的虚拟现实技术进行了探索,但主要集中在教学设计和学习效果方面,忽略了用户界面和体验(UI/UX)方面。因此,以混合课堂的形式将虚拟现实技术融入葡萄酒课堂仍面临挑战,如有限的虚拟现实专业知识、不充分的技术准备以及学生对教学变革的抵触情绪。为了补充和优化这些不足,研究人员设计了一套 VR 体验系统,将品酒师课程转变为身临其境的混合式学习体验。本研究采用混合方法,结合实验和对 40 名参与者的访谈,探讨了葡萄酒教育中游戏和教学 VR 设计之间的差异。研究强调了用户界面/用户体验方面的主要考虑因素,包括克服复制真实世界感觉的困难、通过控制器提高参与度以及提供足够的活动空间。确保舒适度和减轻身体不适对良好的 VR 学习体验至关重要。本研究探讨了学习者对葡萄酒教育中混合式虚拟现实(VR)学习的看法,包括改善 VR 学习体验和应对葡萄酒教育挑战的优势、问题和设计策略。研究结果表明,要提高 VR 在葡萄酒教育中的功效,必须通过改进用户界面/用户体验设计来解决问题。这包括教学标签、感官整合、主动参与、稳定性、舒适度和语言技能发展。通过复制感官刺激和促进真实互动来增强沉浸感和真实感至关重要,为特定主题定制 VR 体验和实施整体战略也同样重要。在葡萄酒课堂中加入 VR 技术,可以为学习者提供反馈以及平衡、沉浸式的混合学习体验,进而提高葡萄酒教育的效果。
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