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Designing a virtual reality system for clinical education and examination 为临床教育和考试设计虚拟现实系统
Pub Date : 2024-10-10 DOI: 10.1016/j.cexr.2024.100083
Olawale Babatunde Akinwale , Olatunde Abiona , Ayodeji Oludola Oluwatope , Olayinka Donald Otuyemi , Omotade Adebimpe Ijarotimi , Abiola Olubusola Komolafe , Stephen Babatunde Aregbesola , Babatope Ayodeji Kolawole , Olufemi Mayowa Adetutu , Ojo Melvin Agunbiade , Adeboye Titus Ayinde , Lanre Idowu , Oluseye Ademola Okunola , Alaba Adeyemi Adediwura
The COVID-19 pandemic clearly showed how much medical and clinical students’ education relied on physical instruction and examination. The work presented here was born by the fact that medical and clinical education had to be suspended during the social distancing phase of the pandemic. This work presents the lessons learned from creating a virtual reality system (VTRACS) for educating and assessing clinical students on a limited budget. Our work showed that clinical education could be done in a virtual space with a minimal virtual reality setup and a low-cost virtual reality headset.
COVID-19 大流行清楚地表明,医学和临床专业学生的教育在很大程度上依赖于体能教学和检查。在大流行病的社会疏远阶段,医学和临床教育不得不暂停,本文介绍的工作就是在这种情况下产生的。这项工作介绍了在预算有限的情况下创建虚拟现实系统(VTRACS)以教育和评估临床学生的经验教训。我们的工作表明,临床教育可以在虚拟空间中进行,只需最低限度的虚拟现实设置和低成本的虚拟现实耳机。
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引用次数: 0
Immersive learning of factual knowledge while assessing the influence of cognitive load and spatial abilities 沉浸式学习事实知识,同时评估认知负荷和空间能力的影响
Pub Date : 2024-10-08 DOI: 10.1016/j.cexr.2024.100085
Benjamin De Witte , Vincent Reynaert , Jerome Hutain , Danny Kieken , Joseph Jabbour , Jalal Possik
Immersive virtual reality (IVR) is a motivating new learning tool. However, discrepancies in results emerge regarding the type of knowledge, specifically factual knowledge. Moreover, to improve the instructional design, authors claimed to verify the impact of cognitive load and spatial abilities while learning in IVR. Sixty-one undergraduate students were recruited and divided into two groups in pre-post, test study design. Learning consisted of using “Google Earth” with a Head Mounted Display (HMD) or a desktop computer to improve general geographic knowledge. Pre-training and segmentation were included in the learning process, and levels of presence, spatial orientation and cognitive load were measured to evaluate their impact. Results show that the two groups significantly improved their performance between pre and post-test. HMD users felt more present than computer users. Overall cognitive load did not hinder the learning performance. The analysis of cognitive load dimensions reveals significant differences in the mental load and frustration levels between the two groups. Spatial orientation was not correlated to the learning process. The use of HMD is effective for learning geographic general knowledge. When managed overall cognitive load does not influence learning although the use of HMDs elicits high mental load levels. HMD users are experiencing less frustration indicating it may be suitable for long-distance learning. HMD technological features compensate for spatial orientation abilities. Finally, presence does not enhance learning, suggesting it should be combined with interactions eliciting feedback to be more effective.
沉浸式虚拟现实(IVR)是一种新的激励性学习工具。然而,在知识类型,特别是事实知识方面,结果出现了差异。此外,为了改进教学设计,作者声称要验证在 IVR 中学习时认知负荷和空间能力的影响。研究人员招募了 61 名本科生,并将他们分为两组,采用前测-后测的研究设计。学习内容包括通过头戴式显示器(HMD)或台式电脑使用 "谷歌地球 "来提高地理常识。学习过程中包括预培训和分段学习,并对临场感、空间定位和认知负荷水平进行测量,以评估其影响。结果显示,两组用户在测试前和测试后的成绩都有明显提高。HMD 用户比电脑用户更有临场感。总体认知负荷并不妨碍学习成绩。对认知负荷维度的分析表明,两组在心理负荷和挫败感水平上存在明显差异。空间定向与学习过程无关。使用 HMD 可以有效地学习地理常识。虽然使用 HMD 会引起较高的心理负荷水平,但如果对整体认知负荷进行管理,则不会影响学习。HMD 用户体验到的挫败感较少,这表明它可能适用于远距离学习。HMD 的技术特点弥补了空间定向能力的不足。最后,临场感并不能增强学习效果,这表明临场感应与引起反馈的互动相结合才能更有效。
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引用次数: 0
Immersive gaze sharing for enhancing education: An exploration of user experience and future directions 沉浸式凝视共享促进教育:探索用户体验和未来方向
Pub Date : 2024-09-12 DOI: 10.1016/j.cexr.2024.100081
Yuval Kahlon , Weiheng Hu , Momoko Nakatani , Santosh Maurya , Takuya Oki , Jiang Zhu , Haruyuki Fujii

Gaze sharing (GS) technology enhances communication between human interlocutors. Essentially, GS consists of sharing information regarding one's visual attention with another person, by automatically marking one's current point of interest on a digital display. The benefits of this technology for education have been demonstrated by researchers. However, since most GS systems relay gaze information using flat monitors, they impede natural communication between interlocutors who are co-located (as glancing at the display diverts their attention from the physical space). Acknowledging this limitation, immersive gaze sharing (IGS) systems have been recently developed. IGS systems utilize the power of Extended Reality (XR) technology to superimpose gaze information directly onto one's visual environment, and are therefore a promising tool for enhancing human communication in education. Currently, we know little regarding how users experience IGS, to guide its development. To bridge this gap, we have executed an exploratory user study of IGS with learners and instructors, using Mixed Reality (MR) technology. A quantitative and qualitative analysis of users' feedback and behavior has shed light on the differences between instructors and learners in terms of their needs, abilities and preferences. On this basis, guidelines for developing IGS systems are proposed, towards their integration into our future educational practices.

目光共享(GS)技术可增强对话者之间的交流。从本质上讲,GS 包括通过在数字显示屏上自动标记一个人的当前兴趣点,与他人共享有关其视觉注意力的信息。研究人员已经证明了这项技术对教育的益处。然而,由于大多数通用注视系统使用平面显示器传递注视信息,因此妨碍了同处一地的对话者之间的自然交流(因为瞥一眼显示器会转移他们对物理空间的注意力)。考虑到这一局限性,最近开发出了沉浸式目光共享(IGS)系统。身临其境凝视共享系统利用扩展现实(XR)技术的力量,将凝视信息直接叠加到人的视觉环境中,因此是增强教育领域人际交流的一种很有前途的工具。目前,我们对用户如何体验 IGS 以指导其开发知之甚少。为了弥补这一不足,我们利用混合现实(MR)技术,对学习者和教师进行了一项关于 IGS 的探索性用户研究。通过对用户的反馈和行为进行定量和定性分析,我们发现了教师和学习者在需求、能力和偏好方面的差异。在此基础上,提出了开发 IGS 系统的指导方针,以便将其纳入我们未来的教育实践。
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引用次数: 0
The fundamental frequency: Extending sound perception theory to extended-reality collaborative environments 基频:将声音感知理论扩展到扩展现实协作环境中
Pub Date : 2024-09-06 DOI: 10.1016/j.cexr.2024.100080
Tom A. Garner

It has been suggested that media and technology effectiveness in pedagogy is a myth. An intervention is not automatically effective simply by virtue of it being new. Yet, so often, initial hype leads to inflated expectations and subsequent disappointments. Virtual and augmented reality, the metaverse, and collaborative virtual learning environments that utilise an increasingly wide range of digital platforms have all made appearances within this narrative. However, initial failures to meet expectation, especially when value is taken for granted, should not condemn these technologies to being dismissed. With the burgeoning opportunity for heterogenic design (asynchronous and asymmetrical roles, tasks, interface platforms, user capabilities, etc.) their technical capabilities and pedagogic potential are too significant. The need is for deeper learning through meaningful experience, the latter facilitated through affective and cognitive engagement derived from user-experience factors that include presence, flow, and self-efficacy. The central assertion of this article is that the effectiveness of these technologies for learning can be greatly enhanced through user-centred software designs that focus upon evoking these factors. Hardware configurations and software designs should deliver training scenarios that are built upon research-informed interaction design. The twist here is that in this article, we look to the oft underappreciated field of auditory perception, specifically that pertaining to human interactions with (and through) digital technologies, to present a novel set of interaction design principles with the goal of enhancing extended reality collaborative learning.

有人认为,媒体和技术在教学中的有效性是一个神话。一种干预措施不会仅仅因为是新的就自动有效。然而,最初的炒作往往会导致期望值过高,继而令人失望。虚拟现实和增强现实、元宇宙以及利用日益广泛的数字平台的协作式虚拟学习环境都曾出现在这种说法中。然而,最初的不尽如人意,尤其是当价值被认为是理所当然的时候,并不意味着这些技术就会被抛弃。随着异源设计(异步和非对称角色、任务、界面平台、用户能力等)机会的不断涌现,它们的技术能力和教学潜力都非常巨大。我们需要的是通过有意义的体验进行更深入的学习,而后者则是通过用户体验因素(包括临场感、流动感和自我效能感)所产生的情感和认知参与来促进的。本文的中心论点是,通过以用户为中心的软件设计,重点唤起这些因素,可以大大提高这些技术的学习效率。硬件配置和软件设计应提供建立在研究基础上的交互设计的培训场景。这里的转折点在于,在这篇文章中,我们着眼于一直未得到充分重视的听觉感知领域,特别是与人类与(和通过)数字技术进行交互有关的领域,提出了一套新颖的交互设计原则,目的是加强扩展现实协作学习。
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引用次数: 0
Automated emotion recognition of students in virtual reality classrooms 自动识别虚拟现实教室中的学生情绪
Pub Date : 2024-09-06 DOI: 10.1016/j.cexr.2024.100082
Michael Shomoye, Richard Zhao

In contemporary educational settings, understanding and assessing student engagement through non-verbal cues, especially facial expressions, is pivotal. Such cues have long informed educators about students' cognitive and emotional states, assisting them in tailoring their teaching methods. However, the rise of online learning platforms and advanced technologies such as virtual reality (VR) challenge the conventional modes of gauging student engagement, especially when certain facial features become obscured or are entirely absent. This research explores the potential of Convolutional Neural Networks (CNNs), specifically a custom-trained model adapted from the ResNet50 architecture, in recognizing and distinguishing subtle facial expressions in real-time, such as neutrality, boredom, happiness, and confusion. The novelty of our approach is twofold: First, we optimize the power of CNNs to analyze facial expressions in digital learning platforms. Second, we innovate for the context of VR by focusing on the lower half of the face to tackle occlusion challenges posed by wearing VR headsets. Through comprehensive experimentation, we compare our model's performance with the default ResNet50 model and evaluate it against full-face and VR-occluded face datasets. Ultimately, our endeavor aims to provide educators with a sophisticated tool for real-time evaluation of student engagement in technologically advanced learning environments, subsequently enriching the teaching and learning experience.

在当代教育环境中,通过非语言线索(尤其是面部表情)了解和评估学生的参与度至关重要。长期以来,教育工作者通过这些线索了解学生的认知和情感状态,帮助他们调整教学方法。然而,在线学习平台和虚拟现实(VR)等先进技术的兴起对衡量学生参与度的传统模式提出了挑战,尤其是当某些面部特征变得模糊或完全不存在时。本研究探索了卷积神经网络(CNN)的潜力,特别是从 ResNet50 架构改编的定制训练模型,在实时识别和区分微妙面部表情(如中立、无聊、快乐和困惑)方面的潜力。我们的方法有两方面的新颖之处:首先,我们优化了 CNN 在数字学习平台中分析面部表情的能力。其次,我们针对 VR 环境进行了创新,专注于面部的下半部分,以解决佩戴 VR 头显带来的遮挡难题。通过全面的实验,我们将模型的性能与默认的 ResNet50 模型进行了比较,并针对全脸和 VR 遮挡脸部数据集进行了评估。最终,我们的努力旨在为教育工作者提供一种先进的工具,用于实时评估学生在技术先进的学习环境中的参与度,从而丰富教学体验。
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引用次数: 0
Authoring instructional flow in iVR learning units to promote outcome-oriented learning 在 iVR 学习单元中编写教学流程,促进成果导向型学习
Pub Date : 2024-08-21 DOI: 10.1016/j.cexr.2024.100074
Ananya Ipsita , Mayank Patel , Asim Unmesh , Karthik Ramani

Despite the recognized efficacy of immersive Virtual Reality (iVR) in skill learning, the design of iVR-based learning units by subject matter experts (SMEs) based on target requirements is severely restricted. This is partly due to a lack of flexible ways of authoring instruction flows to arrange the learning activities in alignment with the desired learning objectives. Our research provides a workflow design enabling SMEs to author the flow of learning activities developed by the Virtual Reality (VR) developers, with an aim to enable learners achieve desired goals progressively in a virtual environment. Additionally, this outcome-oriented flow authoring utilizes a scalable learning framework that categorizes learning activities into four instructional phases: Introduction, Presentation, Practice, and Application. Such frameworks can be easily integrated into the instruction to plan a class or a series of classes to cover an entire concept or chapter. Using a welding use case, our user study evaluation with 12 experienced welders indicated positive ratings about the usefulness of such workflows for flexible planning of training scenarios. We envision adoption of such methods could facilitate greater and more efficient adoption of the iVR technologies in pedagogical settings.

尽管沉浸式虚拟现实(iVR)在技能学习方面的功效已得到公认,但主题专家(SMEs)根据目标要求设计基于 iVR 的学习单元却受到严重限制。部分原因是缺乏灵活的教学流程设计方法,无法根据预期的学习目标安排学习活动。我们的研究提供了一种工作流程设计,使中小型企业能够编写由虚拟现实(VR)开发人员开发的学习活动流程,目的是让学习者在虚拟环境中逐步实现预期目标。此外,这种以结果为导向的流程编写利用了一个可扩展的学习框架,该框架将学习活动分为四个教学阶段:介绍、演示、练习和应用。这种框架可以很容易地集成到教学中,以规划一堂课或一系列课来涵盖整个概念或章节。通过使用焊接案例,我们对 12 名经验丰富的焊工进行了用户研究评估,结果显示,他们对此类工作流在灵活规划培训场景方面的实用性给予了积极评价。我们认为,采用这种方法可以促进在教学环境中更广泛、更有效地采用 iVR 技术。
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引用次数: 0
Advancing VR edutainment design in blended learning: Learners’ views from wine classroom 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
Pub Date : 2024-08-13 DOI: 10.1016/j.cexr.2024.100078
Anthony Kong, Zeping Feng

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.

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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引用次数: 0
Comunicazione Digitale XR: Assessing the impact of extended reality technologies on learning Comunicazione Digitale XR:评估扩展现实技术对学习的影响
Pub Date : 2024-08-13 DOI: 10.1016/j.cexr.2024.100077
Daniele Zolezzi , Saverio Iacono , Luca Martini , Gianni Viardo Vercelli

“Comunicazione Digitale XR” is a project that exploits the EON-XR platform to enrich Information Technology education by incorporating interactive 360-degree visuals and 3D models to complement traditional teaching methods. This study probes the efficacy of Extended Reality (XR) technologies in augmenting educational experiences through the integration of gamification techniques within the curriculum. The evaluation, involving twenty-six students, delved into factors such as engagement levels, comprehension of material, and the contributory role of XR in exam readiness. Data collection was conducted using electronic log files, which provided detailed quantitative metrics on student interactions, and a post-intervention survey that assessed changes in comprehension and engagement. Additionally, qualitative data was gathered through semi-structured interviews. Quantitative data from surveys and log files were analyzed using descriptive statistics, while qualitative data from interviews were subjected to thematic analysis. This investigation has demonstrated substantial enhancements in student comprehension and engagement with the educational content facilitated by XR technologies. These findings underscore the potential of XR to augment the educational paradigm and improve students’ preparedness for academic evaluations.

"Comunicazione Digitale XR "是一个利用EON-XR平台的项目,通过将交互式360度视觉效果和三维模型与传统教学方法相结合来丰富信息技术教育。本研究探讨了扩展现实(XR)技术通过在课程中融入游戏化技术来增强教育体验的功效。这项评估涉及 26 名学生,深入研究了学生的参与程度、对教材的理解以及 XR 对考试准备的促进作用等因素。数据收集是通过电子日志文件和干预后调查进行的,前者提供了学生互动的详细量化指标,后者评估了理解力和参与度的变化。此外,还通过半结构化访谈收集了定性数据。调查和日志文件中的定量数据采用描述性统计进行分析,而访谈中的定性数据则采用主题分析。这项调查表明,XR 技术大大提高了学生对教育内容的理解和参与程度。这些发现强调了 XR 在增强教育范式和改善学生学术评价准备方面的潜力。
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引用次数: 0
Edu-Metaverse design: Perspectives of undergraduate learners Edu-Metaverse 设计:本科生学习者的视角
Pub Date : 2024-08-12 DOI: 10.1016/j.cexr.2024.100079
Marty Miller, Anthony Kong, Jae-Eun Oh

Using the metaverse can impact how information is interacted with in educational settings. However, despite extensive research on the topic, there is still a lack of understanding of how learners perceive and experience this technology. To design learning experiences, designers must know the current landscape of metaverse implementation and digestion by student users. This article provides an overview of metaverse implementation examples to address this gap and then examines learners' perceptions of using the metaverse in education. Through a qualitative study, we aim to explore the potential advantages and obstacles of applying the metaverse to learning from an informal learning perspective, as perceived by learners. Compared to current implementation strategies, student feedback suggests a diversity of motivations and experiences in valuing the Edu-metaverse. Therefore, our study provides valuable insights into how the metaverse learning design can enhance learner engagement, interaction, and collaboration while identifying potential challenges and limitations. Ultimately, this research helps designers and educators better understand how metaverse technology can impact and improve learning experiences.

使用元宇宙可以影响教育环境中的信息交互方式。然而,尽管对这一主题进行了广泛的研究,人们对学习者如何感知和体验这一技术仍然缺乏了解。要设计学习体验,设计者必须了解当前学生用户使用和消化元数据的情况。本文概述了元网络的实施案例,以弥补这一不足,然后研究了学习者对在教育中使用元网络的看法。通过一项定性研究,我们旨在从非正式学习的角度探索学习者眼中将元网应用于学习的潜在优势和障碍。与当前的实施策略相比,学生的反馈意见表明,他们重视 Edu-metaverse 的动机和经验多种多样。因此,我们的研究为元海外学习设计如何提高学习者的参与度、互动性和协作性提供了宝贵的见解,同时也指出了潜在的挑战和局限性。最终,这项研究有助于设计者和教育者更好地理解元数据技术如何影响和改善学习体验。
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引用次数: 0
Embodied immersive virtual reality to enhance the conceptual understanding of charged particles: A qualitative study 身临其境的虚拟现实技术增强对带电粒子的概念理解:定性研究
Pub Date : 2024-08-05 DOI: 10.1016/j.cexr.2024.100075
Pedro Acevedo , Alejandra J. Magana , Yoselyn Walsh , Hector Will , Bedrich Benes , Christos Mousas

Learning in science, technology, engineering, and mathematics (STEM) is often challenging due to the abstract and counterintuitive nature of some concepts. Computer-based learning has emerged as an alternative method to help improve students' comprehension of these complex topics, even though technological tools must be supported with pedagogical strategies, technology affordances, sound design, and structured activities to teach scientific concepts properly. In that sense, we propose the design of an immersive virtual reality (IVR) experience, including visual and haptic cues to facilitate learning about electric fields (EFs) and charged particles (CPs) concepts. We scaffolded our design tool based on embodied design principles and cognition. The IVR experience allows learners to manipulate the components of point charges (e.g., particles, distance between particles, and charges) to learn electricity concepts. We conducted a qualitative study (N = 8) to assess the designed application. The sample included undergraduate students (five male and three female) from technology-related fields with some or no prior knowledge of high school or higher education physics. We assessed study participants' conceptual understanding through a pretest-posttest and conducted a brief interview to identify their expected interaction with the designed affordances. Screen recording and the System Usability Scale (SUS) are the other metrics of interest in defining study participants’ performance and experience. The collected data and thematic analysis suggested that participants recognized the included affordances based on the embodied design principles and used them to interact, link previous knowledge, and identify the different factors to explain the physics phenomenon. Additionally, we provided insights for designing IVR experiences to promote conceptual understanding of complex STEM topics based on embodied learning principles.

由于某些概念的抽象性和反直觉性,科学、技术、工程和数学(STEM)的学习往往具有挑战性。尽管技术工具必须辅以教学策略、技术承受能力、合理设计和结构化活动才能正确教授科学概念,但基于计算机的学习已成为帮助学生更好地理解这些复杂主题的另一种方法。在这个意义上,我们建议设计一种沉浸式虚拟现实(IVR)体验,包括视觉和触觉提示,以促进对电场(EFs)和带电粒子(CPs)概念的学习。我们根据具身设计原则和认知,为我们的设计工具提供了支架。通过 IVR 体验,学习者可以操作点电荷的组成部分(如粒子、粒子间的距离和电荷)来学习电学概念。我们进行了一项定性研究(N = 8),以评估所设计的应用。样本包括来自技术相关领域的本科生(5 名男生和 3 名女生),他们之前对高中或高等教育物理有一些了解或一无所知。我们通过前测-后测评估了研究参与者对概念的理解,并进行了简短的访谈,以确定他们与设计的可负担性之间的预期互动。屏幕记录和系统可用性量表(SUS)是界定研究参与者的表现和体验的其他指标。收集的数据和主题分析表明,参与者根据体现式设计原则认识到了所包含的可负担性,并利用它们进行互动、联系以前的知识和识别不同的因素来解释物理现象。此外,我们还为设计基于体现式学习原则的 IVR 体验提供了启示,以促进对复杂的 STEM 主题的概念性理解。
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引用次数: 0
期刊
Computers & Education: X Reality
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