Students' perception on immersive learning through 2D and 3D metaverse platforms.

Pub Date : 2023-05-17 DOI:10.1007/s11423-023-10238-9
Yohan Hwang, Dongkwang Shin, Hyejin Lee
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引用次数: 5

Abstract

The main purpose of this paper is to add empirical data to the nascent field of metaverse learning and teaching by examining factors affecting student participation and their perceived experiences of different metaverse platforms. For data collection, 57 Korean undergraduates participated in a self-administered questionnaire and a short reflective essay regarding their experiences on three metaverse platforms (ifland, Gather Town, & Frame VR). For data analysis, exploratory factor analysis was first executed to derive the underlying factors that can explain student participation in metaverse platforms. The social and interactive learning as well as individualized and behavioral learning were identified as two main contributing factors. While the three platforms had no statistical difference in terms of social presence, students' sentimentally perceived differences among them. The sentiment analysis shows that 60.00% of ifland users were positive, followed by 53.66% of Frame VR users and 51.22% of Gather Town users. Furthermore, the additional keyword analysis shows why students expressed the perceived experiences of each platform in a different way. Given that the success of metaverse instruction can be dependent upon whether students regard it as beneficial, such measurements of student perception on the effectiveness of learning on metaverse platforms can offer meaningful recommendations for tech-savvy educators.

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学生通过2D和3D元宇宙平台对沉浸式学习的感知。
本文的主要目的是通过研究影响学生参与的因素及其对不同元宇宙平台的感知体验,为元宇宙学习和教学的新生领域添加经验数据。为了收集数据,57名韩国本科生参加了一份自我管理的问卷和一篇关于他们在三个元宇宙平台(ifland、Gather Town和Frame VR)上的经历的反思性短文。对于数据分析,首先进行了探索性因素分析,以得出可以解释学生参与元宇宙平台的潜在因素。社会学习和互动学习以及个性化学习和行为学习被确定为两个主要影响因素。虽然这三个平台在社交存在方面没有统计学差异,但学生在情感感知方面的差异。情绪分析显示,60.00%的ifland用户持积极态度,其次是53.66%的Frame VR用户和51.22%的Gather Town用户。此外,额外的关键词分析显示了为什么学生以不同的方式表达每个平台的感知体验。鉴于元宇宙教学的成功可能取决于学生是否认为它是有益的,这种对学生在元宇宙平台上学习有效性的感知的测量可以为精通技术的教育工作者提供有意义的建议。
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