El uso de la Realidad Virtual Inmersiva en las aulas: un meta-análisis

IF 1 Q3 EDUCATION & EDUCATIONAL RESEARCH Research in Education and Learning Innovation Archives-REALIA Pub Date : 2022-07-15 DOI:10.7203/realia.29.21488
Jacobo Roda-Segarra, Santiago Mengual-Andrés, Rosabel Martinez-Roig
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引用次数: 1

Abstract

Although the first designs of devices for accessing computer-generated virtual worlds date back over half a century, two factors needed to come together to create the explosion of Virtual- Reality-related projects we have seen in recent years. The first was the progressive increase in the computing power of general-purpose computers. The second was the reduction in the cost of de- vices needed to access this technology. In this paper we conduct a meta-analysis of 15 educational projects that employed Immersive Virtual Reality technology in the classroom between 2015 and 2020. For this analysis we examined variables such as the projects’ objectives, the educational sta- ges and courses in which they were used, their subject matter, and the software and type of devices employed. Our results show that most of these projects were conducted in 2020 and that the aims of the projects were to develop students’ interest in a field of knowledge or to analyse their effective- ness in enabling students’ acquisition of concepts. We also found that secondary education was the educational stage at which most initiatives were developed and that low-cost devices such as Google Cardboard were mainly used. However, this homogeneity in hardware was not reciprocated when it came to software, which was much more fragmented. The latter result highlights the difficulties teachers may have when selecting suitable tools for initiatives involving Immersive Virtual Reality
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沉浸式虚拟现实在课堂上的应用:元分析
尽管用于访问计算机生成的虚拟世界的设备的最初设计可以追溯到半个多世纪前,但需要两个因素结合起来,才能创造出近年来我们所看到的虚拟现实相关项目的爆炸式增长。第一个是通用计算机计算能力的逐步提高。第二是降低了获得这项技术所需的设备成本。在本文中,我们对2015年至2020年间在课堂上使用沉浸式虚拟现实技术的15个教育项目进行了荟萃分析。在这项分析中,我们检查了变量,如项目的目标、使用它们的教育方法和课程、它们的主题以及使用的软件和设备类型。我们的研究结果表明,这些项目大多在2020年进行,项目的目的是培养学生对某一知识领域的兴趣,或分析他们在帮助学生获得概念方面的有效性。我们还发现,中等教育是制定大多数举措的教育阶段,主要使用谷歌纸板等低成本设备。然而,当涉及到更加分散的软件时,硬件的这种同质性并没有得到回报。后一个结果突出了教师在为涉及沉浸式虚拟现实的举措选择合适的工具时可能遇到的困难
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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来源期刊
自引率
16.70%
发文量
15
审稿时长
16 weeks
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