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The impact of mixed reality serious games on mortise and tenon learning in college students 混合现实严肃游戏对大学生榫头学习的影响
Pub Date : 2023-11-06 DOI: 10.1016/j.cexr.2023.100042
Yongxin Hang , Huiqing Wang , Zihan Sang , Rong Huang, Li Ye

As an intangible cultural heritage, traditional handicrafts are significant in artistic education. Due to limited approaches to communicating traditional handicrafts and appreciating content, it cannot be easy to carry out effective skill inheritance in an art education situation in a modern teaching environment. This study uses mixed reality technology to develop a serious game for learning traditional handicrafts. The objective is to improve students' attitudes by promoting a digital teaching environment. This research uses traditional Chinese mortise and tenon joints for the case study. The effects of serious games using MR technology and traditional teaching methods were compared through quasi-experiments on students' academic performance, learning motivation and situational interest. The results show that serious games can have advantages in acquiring and retaining knowledge, stimulating students' learning motivation and situational interest. This study aims to support cultural heritage education methods.

传统手工艺作为一种非物质文化遗产,在艺术教育中具有重要意义。由于传统手工艺的传播途径和欣赏内容有限,在现代教学环境下的艺术教育情境中,很难进行有效的技能传承。本研究利用混合现实技术开发了一款学习传统手工艺的严肃游戏。目标是通过促进数字化教学环境来改善学生的态度。本研究以中国传统榫卯为个案研究对象。通过准实验比较了磁共振技术严肃游戏与传统教学方法对学生学业成绩、学习动机和情境兴趣的影响。结果表明,严肃游戏在获取和记忆知识、激发学生学习动机和情境兴趣方面具有优势。本研究旨在支持文化遗产教育方法。
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引用次数: 0
What variables are connected with system usability and satisfaction? Results from an educational virtual reality field trip 哪些变量与系统可用性和满意度有关?这是一次虚拟现实教育实地考察的结果
Pub Date : 2023-10-30 DOI: 10.1016/j.cexr.2023.100043
Maximilian C. Fink, Volker Eisenlauer, Bernhard Ertl

Exploring the usability of educational virtual reality (VR) is essential. Research in this area can explain the adoption of VR as a new technology, contribute to examining paths toward effective learning, and provide recommendations for effective educational design. This study investigated usability in a sample of N = 64 university students learning about simplified construction engineering topics from an interactive VR field trip. Two research objectives were pursued. First, the level of achieved usability was examined using a mixed-methods approach, including data from semi-structured interviews and a survey on system usability and satisfaction. Second, the relationships between several connected variables (ease of use, usefulness, presence, and cognitive load) and system usability and satisfaction were investigated quantitatively. With respect to the first research objective, system usability and satisfaction were evaluated positively in the interviews and rated highly in the surveys. These results indicate that VR field trips, which are increasingly replacing excursions, are regarded as an appropriate instructional method. Concerning the second research objective, ease of use, usefulness, presence, and extraneous load were found to predict system usability. Further, the factors of usefulness, presence, and intrinsic cognitive load helped explain the variance in satisfaction. These findings highlight that the variables connected to system usability and satisfaction in VR learning vary. In addition to these and other theoretical implications, practical implications and recommendations for educational design are discussed.

探索教育虚拟现实(VR)的可用性至关重要。这一领域的研究可以解释VR作为一种新技术的采用,有助于研究有效学习的路径,并为有效的教育设计提供建议。本研究调查了在交互式VR实地考察中学习简化建筑工程主题的N = 64名大学生的可用性。有两个研究目标。首先,使用混合方法检查了已实现的可用性水平,包括来自半结构化访谈的数据和对系统可用性和满意度的调查。其次,定量地研究了几个相关变量(易用性、有用性、存在性和认知负荷)与系统可用性和满意度之间的关系。对于第一个研究目标,系统可用性和满意度在访谈中得到了积极的评价,在调查中得到了很高的评价。这些结果表明,VR实地考察正在逐渐取代短途旅行,被认为是一种合适的教学方法。关于第二个研究目标,易用性、有用性、存在性和外部负载被发现可以预测系统可用性。此外,有用性、存在性和内在认知负荷的因素有助于解释满意度的差异。这些发现强调了与VR学习中系统可用性和满意度相关的变量各不相同。除了这些和其他理论意义之外,本文还讨论了对教育设计的实际意义和建议。
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引用次数: 0
Through the lens of artificial intelligence: A novel study of spherical video-based virtual reality usage in autism and neurotypical participants 通过人工智能的镜头:一项基于球形视频的虚拟现实在自闭症和神经典型参与者中的应用的新研究
Pub Date : 2023-10-11 DOI: 10.1016/j.cexr.2023.100041
Matthew Schmidt , Noah Glaser , Heath Palmer , Carla Schmidt , Wanli Xing

The current study explores the use of computer vision and artificial intelligence (AI) methods for analyzing 360-degree spherical video-based virtual reality (SVVR) data. The study aimed to explore the potential of AI, computer vision, and machine learning methods (including entropy analysis, Markov chain analysis, and sequential pattern mining), in extracting salient information from SVVR video data. The research questions focused on differences and distinguishing characteristics of autistic and neurotypical usage characteristics in terms of behavior sequences, object associations, and common patterns, and the extent to which the predictability and variability of findings might distinguish the two participant groups and provide provisional insights into the dynamics of their usage behaviors. Findings from entropy analysis suggest the neurotypical group showed greater homogeneity and predictability, and the autistic group displayed significant heterogeneity and variability in behavior. Results from the Markov Chains analysis revealed distinct engagement patterns, with autistic participants exhibiting a wide range of transition probabilities, suggesting varied SVVR engagement strategies, and with the neurotypical group demonstrating more predictable behaviors. Sequential pattern mining results indicated that the autistic group engaged with a broader spectrum of classes within the SVVR environment, hinting at their attraction to a diverse set of stimuli. This research provides a preliminary foundation for future studies in this area, as well as practical implications for designing effective SVVR learning interventions for autistic individuals.

目前的研究探索了使用计算机视觉和人工智能(AI)方法来分析基于360度球形视频的虚拟现实(SVVR)数据。本研究旨在探索人工智能、计算机视觉和机器学习方法(包括熵分析、马尔可夫链分析和序列模式挖掘)在从SVVR视频数据中提取显著信息方面的潜力。研究问题集中在自闭症和神经典型使用特征在行为序列、对象联想和常见模式方面的差异和区别特征,以及研究结果的可预测性和可变性可能在多大程度上区分这两个参与者群体,并对其使用行为的动态提供临时见解。熵分析结果表明,神经正常组表现出更大的同质性和可预测性,自闭症组表现出显著的行为异质性和可变性。马尔可夫链分析的结果揭示了不同的参与模式,自闭症参与者表现出广泛的过渡概率,表明SVVR参与策略不同,神经正常组表现出更可预测的行为。序列模式挖掘结果表明,自闭症组在SVVR环境中参与了更广泛的课程,暗示了他们对各种刺激的吸引力。这项研究为该领域的未来研究提供了初步基础,并为自闭症患者设计有效的SVVR学习干预措施提供了实际意义。
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引用次数: 0
Communicating engineering heritage through immersive technology: A VR framework for enhancing users' interpretation process in virtual immersive environments 通过沉浸式技术传播工程遗产:虚拟沉浸式环境中增强用户解释过程的VR框架
Pub Date : 2023-09-16 DOI: 10.1016/j.cexr.2023.100040
Saif Alatrash , Sylvester Arnab , Kaja Antlej

The recent advancement in immersive technologies opens up opportunities for the way individuals perceive and engage with information in public spaces to be innovated. This article discusses a study that investigates the application of Virtual Reality (VR) as an instrument for communicating engineering heritage in museum environments with the aim to enhance visitor experience. The study adopted Shannon’s communication theory as the main principle for contextualising heritage objects within virtual environments. This approach can benefit curators in informing the way the intended meaning, value, and context behind museum artefacts to be delivered through visual narratives and aesthetics. In this study, three VR scenarios have been developed using the Unreal engine to investigate the aspects of learning, interaction, and immersion during the virtual experience. One-way ANOVA approach was used to determine the significant differences between the proposed factors in the study. The study found that the absence of interaction in the immersive scenario reduced the mean score leading to a lack of constructive guidance during navigation. Whereas using Gamified and narrated approaches significantly increased the mean value of the participants compared to the control group. While many researchers argue that the utilisation of VR could improve the users’ level of presence, the study outcomes suggest that there are certain conditions that should be structured during the development process to facilitate better engagement with virtual content. To achieve these conditions, gamification and storytelling strategies have been found to be effective in delivering an interactive immersive experience for engaging with heritage artefacts and contents.

最近沉浸式技术的进步为个人在公共空间感知和参与信息的方式提供了创新的机会。本文讨论了一项研究,旨在探讨虚拟现实(VR)作为博物馆环境中工程遗产交流工具的应用,以增强游客体验。该研究采用了香农的传播理论作为在虚拟环境中对遗产进行情境化的主要原则。这种方法有利于策展人通过视觉叙事和美学来告知博物馆文物背后的意图、价值和背景。在这项研究中,使用虚幻引擎开发了三个虚拟现实场景,以调查虚拟体验中的学习、互动和沉浸方面。使用单向方差分析方法来确定研究中提出的因素之间的显著差异。研究发现,沉浸式场景中缺乏互动会降低平均得分,导致导航过程中缺乏建设性指导。而与对照组相比,使用游戏化和叙述的方法显著提高了参与者的平均值。尽管许多研究人员认为,虚拟现实的使用可以提高用户的存在水平,但研究结果表明,在开发过程中应该构建某些条件,以促进更好地参与虚拟内容。为了实现这些条件,游戏化和讲故事的策略被发现可以有效地提供互动沉浸式体验,让人们参与遗产文物和内容。
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引用次数: 0
Appraising occupational therapy students' perceptions of virtual reality as a pedagogical innovation 评估职业治疗学生对虚拟现实的认知作为一种教学创新
Pub Date : 2023-09-15 DOI: 10.1016/j.cexr.2023.100039
Jina Kim , Behdin Nowrouzi-Kia , Emily S. Ho , Heather Thomson , Andrea Duncan

Virtual reality (VR) offers a forum for a person to immerse themselves in an artificial world. Despite the emergence of VR as a teaching tool, a strong base to understand the pedagogical impact of VR within post-secondary education is absent. Furthermore, there is minimal literature on how VR can be used pedagogically with medical and rehabilitation professional students. This pilot research project sought to answer “how do students perceive that VR should be used within occupational therapy curricula after trialling a variety of educational modules?” Study participants were Masters of Occupational Therapy Students who trialed four different educational modules using four different technological solutions. After each trial they completed a questionnaire specific to the learning and then completed an overall survey about how VR should be considered for future use in the curriculum. Findings showcased that students preferred a higher level of immersion and interaction. They showed less preference for the lower technological and less immersive learning opportunities. Students shared that they would welcome VR solutions to learn about assessment, anatomy and musculoskeletal function, neuroanatomy and neurological foundations and for cases as a preparation for clinical fieldwork experiences. Future research is required to evaluate the impact of a larger scale roll out of specific learning approaches.

虚拟现实(VR)为人们提供了一个沉浸在人造世界中的论坛。尽管虚拟现实作为一种教学工具出现了,但了解虚拟现实在中学后教育中的教学影响却缺乏坚实的基础。此外,关于虚拟现实如何在医学和康复专业学生中进行教学的文献很少。这个试点研究项目试图回答“在试用了各种教育模块后,学生们如何看待VR应该在职业治疗课程中使用?”研究参与者是职业治疗硕士学生,他们使用四种不同的技术解决方案试用了四个不同的教育模块。每次试验后,他们都完成了一份针对学习的问卷,然后完成了一项关于未来应如何考虑在课程中使用虚拟现实的全面调查。研究结果表明,学生更喜欢更高水平的沉浸感和互动。他们对技术含量较低、沉浸式学习机会的偏好较低。学生们分享说,他们欢迎VR解决方案来学习评估、解剖学和肌肉骨骼功能、神经解剖学和神经基础,并为临床实地工作经验做准备。未来的研究需要评估大规模推出特定学习方法的影响。
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引用次数: 0
Hands-on or hands-off: Deciphering the impact of interactivity on embodied learning in VR 动手还是放手:解读VR中交互性对具身学习的影响
Pub Date : 2023-09-12 DOI: 10.1016/j.cexr.2023.100037
Sara Khorasani , Brandon Victor Syiem , Sadia Nawaz , Jarrod Knibbe , Eduardo Velloso

Studies suggest that Sense of Embodiment (SoE) enabled by VR promotes embodied and active learning. However, it is unclear what features of VR learning environments tap into the concept of embodied learning. For example, interaction techniques, movement and purely observational scenarios in VR can all play a role in facilitating embodied learning. To understand how these mechanisms impact learning, we conducted 2 studies with a total of 64 participants who had no prior experience in the training task. Participants were taught how to use a table saw in 4 conditions and were tested on their task performance in a fully interactive VR assessment. The conditions were analyzed in pairs; 2 conditions with different interaction techniques, 2 conditions with differing ability to move and a cross-study analysis comparing conditions with purely observational learning to interactive learning. We used a mixed methods approach; Analysis of Variance (ANOVA), pairwise comparison of the learning outcomes in each condition as well as thematic analysis of the interview results. We found that some types of “hands-on” interactions can have a detrimental impact on learning and that observational learning can be as impactful as a fully interactive experience. Based on participant interviews, we explored how these mechanisms of the learning environment can impact participants’ learning ability.

研究表明,虚拟现实所带来的体现感(SoE)促进了体现和主动学习。然而,目前尚不清楚虚拟现实学习环境的哪些特征融入了具体学习的概念。例如,虚拟现实中的互动技术、动作和纯粹的观察场景都可以在促进具体学习方面发挥作用。为了了解这些机制如何影响学习,我们对总共64名参与者进行了2项研究,这些参与者之前没有培训任务的经验。参与者被教导如何在4种条件下使用桌锯,并在完全互动的VR评估中测试他们的任务表现。成对分析条件;2种不同互动技术的条件,2种不同移动能力的条件,以及将纯观察学习的条件与互动学习进行比较的交叉研究分析。我们采用了混合方法;方差分析(ANOVA),每种情况下学习结果的成对比较,以及访谈结果的主题分析。我们发现,某些类型的“动手”互动可能会对学习产生不利影响,而观察性学习可能与完全互动的体验一样具有影响力。基于参与者访谈,我们探讨了学习环境的这些机制如何影响参与者的学习能力。
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引用次数: 0
Real-time hand interaction and self-directed machine learning agents in immersive learning environments 沉浸式学习环境中的实时手部交互和自主机器学习代理
Pub Date : 2023-09-07 DOI: 10.1016/j.cexr.2023.100038
Muhammad Zahid Iqbal, Abraham G. Campbell

Integration of extended reality (XR) in education is becoming popular to transform the traditional classroom with immersive learning environments. The adoption of immersive learning is accelerating as an innovative approach for science and engineering subjects. With new powerful interaction techniques in XR and the latest developments in artificial intelligence, interactive and self-directed learning are becoming important. However, there is a lack of research exploring these emerging technologies research with kinesthetic learning or “hands-one learning" as a pedagogical approach using real-time hand interaction and agent-guided learning in immersive environments. This paper proposes a novel approach that uses machine learning agents to facilitate interactive kinesthetic learning in science and engineering education through real-time hand interaction in the virtual world. To implement the following approach, this paper uses a chemistry-related case study and presents a usability evaluation conducted with 15 expert reviewers and 2 subject experts. NASA task load index is used for cognitive workload measurement, and the technology acceptance model is used for measuring perceived ease of use and perceived usefulness in the evaluations. The evaluation with expert reviewers proposed self-directed learning using trained agents can help in the end-user training in learning technical topics and controller-free hand interaction for kinesthetic tasks can improve hands-on learning motivation in virtual laboratories. This success points to a novel research area where agents embodied in an immersive environment using machine learning techniques can forge a new pedagogical approach where they can act as both teacher and assessor.

扩展现实(XR)在教育中的融合正变得越来越流行,以将传统课堂转变为沉浸式学习环境。沉浸式学习作为科学和工程学科的一种创新方法正在加速采用。随着XR中新的强大交互技术和人工智能的最新发展,交互式和自主学习变得越来越重要。然而目前缺乏对这些新兴技术的研究——动觉学习或“一手学习”的研究“作为一种在沉浸式环境中使用实时手部交互和代理引导学习的教学方法。本文提出了一种新的方法,该方法使用机器学习代理,通过在虚拟世界中的实时手部互动来促进科学和工程教育中的交互式动觉学习。为了实现以下方法,本文使用了与化学相关的案例研究,并介绍了由15名专家评审员和2名学科专家进行的可用性评估。NASA任务负荷指数用于认知工作量测量,技术接受模型用于测量评估中感知的易用性和感知的有用性。由专家评审员进行的评估提出,使用经过训练的代理进行自主学习有助于最终用户学习技术主题的培训,动觉任务的控制器徒手交互可以提高虚拟实验室中的动手学习动机。这一成功指向了一个新的研究领域,在该领域,使用机器学习技术在沉浸式环境中体现的代理可以打造一种新的教学方法,在这种方法中,他们既可以充当教师,也可以充当评估员。
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引用次数: 0
Evaluation of eXtended reality (XR) technology on motivation for learning physics among students in mexican schools 扩展现实(XR)技术对墨西哥学校学生学习物理动机的评价
Pub Date : 2023-08-12 DOI: 10.1016/j.cexr.2023.100036
Brandon Antonio Cárdenas-Sainz , María Lucía Barrón-Estrada , Ramón Zatarain-Cabada , Maria Elena Chavez-Echeagaray

Developing countries, including Mexico, face the challenge of integrating technology to enhance education and improve learning outcomes. Despite evidence in many settings of the benefits of using virtual reality (VR) and augmented reality (AR) as learning tools, their potential use is still understudied in many developing regions. The objective of the present study is to evaluate the impact of a web-based eXtended Reality (XR) learning tool, PhysXR, among college-level students enrolled in a Mexican University. PhysXR is a web-based learning application designed to present users with information focused on Newtonian mechanics. This tool presents users with interactive experiences ranging from VR to AR environments and supports a physics simulator for experiments on physical phenomena of dynamics and kinematics. Overall, learning methodologies implemented using PhysXR follow the competency-based learning model implemented in Mexican Education Institutions, and include Learn by Doing and Problem Based Learning (PBL). In order to evaluate the PhysXR tool, 99 students were recruited and randomized to either experimental (VR and AR conditions using PhysXR) or control groups. Outcomes included student's learning and motivation, assessed using the John Keller's Attention, Relevance, Confidence and Satisfaction (ARCS) learning motivation model. Results from this study indicate that the use of the PhysXR tool, both VR and AR approaches, generates a significant improvement in learning gains and motivation compared with traditional methods, highlighting the potential of cross-platform capabilities that web-based XR technology could offer, as well as the use of real time physics simulations for learning.

包括墨西哥在内的发展中国家面临着整合技术以加强教育和改善学习成果的挑战。尽管在许多环境中有证据表明使用虚拟现实(VR)和增强现实(AR)作为学习工具的好处,但在许多发展中地区,对其潜在用途的研究仍然不足。本研究的目的是评估基于网络的扩展现实(XR)学习工具PhysXR对墨西哥大学入学大学生的影响。PhysXR是一个基于网络的学习应用程序,旨在向用户提供专注于牛顿力学的信息。该工具为用户提供从VR到AR环境的交互式体验,并支持用于动力学和运动学物理现象实验的物理模拟器。总体而言,使用PhysXR实施的学习方法遵循墨西哥教育机构实施的基于能力的学习模式,包括边做边学和基于问题的学习(PBL)。为了评估PhysXR工具,招募了99名学生,并将其随机分为实验组(使用PhysXR的VR和AR条件)或对照组。结果包括学生的学习和动机,使用John Keller的注意力、相关性、信心和满意度(ARCS)学习动机模型进行评估。这项研究的结果表明,与传统方法相比,使用PhysXR工具,包括VR和AR方法,可以显著提高学习收益和动机,突出了基于网络的XR技术可以提供的跨平台功能的潜力,以及使用实时物理模拟进行学习。
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引用次数: 1
A systematic review of the experimental studies on the effectiveness of mixed reality in higher education between 2017 and 2021 2017 - 2021年高等教育混合现实有效性实验研究系统综述
Pub Date : 2023-08-09 DOI: 10.1016/j.cexr.2023.100034
Areej Banjar , Xuanhui Xu , Muhammad Zahid Iqbal , Abraham Campbell

The integration of mixed reality technologies in higher education has gained momentum in recent years, offering promising opportunities for enhanced learning experiences. This systematic review aims to give an overview of the current evidence for the effectiveness of mixed reality use in higher education. By considering the PRISMA 2020 guidelines, the review has examined studies related to university students and explored all aspects of the PICOS model. A broad search of databases like IEEE Xplore, ProQuest, and Scopus was performed, selecting experimental studies published in English from 2017−−2021. PRISMA was chosen as a well-regarded systematic review approach, and the PICO model is specifically aimed at exploring the efficacy of an approach, hence its inclusion. The review includes 12 studies, half randomised control trials and half non-randomised. Quality assessment was performed using the Cochrane Collaboration ROB 2 and the ROBINS-I tools. The majority of these mixed reality studies concentrated more on 3D manipulation, visualisation, and understanding of the 3D object layers and components than procedural learning using HoloLens. Of the selected studies, 53% were in the medical and health sciences, particularly in anatomy, followed by 34% in engineering education, which suggests that these fields are more open to the use of MR for educational purposes than theoretical disciplines such as the humanities and social sciences. Of the 12 studies, nine used augmented reality via head-mounted displays, and five used mobile mixed reality. These studies show that mixed reality has the potential to enhance learning experiences in higher education. Although there are challenges to overcome, MR offers opportunities for innovation in pedagogical practises and curriculum development.

近年来,混合现实技术在高等教育中的融合势头强劲,为增强学习体验提供了很有希望的机会。本系统综述旨在概述当前高等教育中混合现实使用的有效性证据。通过考虑PRISMA 2020指南,该综述审查了与大学生相关的研究,并探索了PICOS模型的各个方面。对IEEE Xplore、ProQuest和Scopus等数据库进行了广泛搜索,选择了2017年至2021年以英语发表的实验研究。PRISMA被选为一种备受好评的系统综述方法,PICO模型专门旨在探索一种方法的有效性,因此将其纳入其中。该综述包括12项研究、半随机对照试验和半非随机试验。使用Cochrane Collaboration ROB2和ROBINS-I工具进行质量评估。大多数混合现实研究更多地集中在3D操作、可视化和对3D对象层和组件的理解上,而不是使用HoloLens进行程序学习。在选定的研究中,53%的研究在医学和健康科学领域,特别是解剖学领域,其次是工程教育领域,这表明这些领域比人文科学和社会科学等理论学科更容易将MR用于教育目的。在12项研究中,9项通过头戴式显示器使用增强现实,5项使用移动混合现实。这些研究表明,混合现实有可能提高高等教育的学习体验。尽管有挑战需要克服,但MR为教学实践和课程开发提供了创新的机会。
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引用次数: 1
Exploring the effectiveness of Virtual Reality in teaching Maltese 探索虚拟现实在马耳他语教学中的有效性
Pub Date : 2023-08-08 DOI: 10.1016/j.cexr.2023.100035
Jacqueline Żammit

Virtual Reality (VR) has gained popularity in education, but its potential in language learning, specifically for teaching a minor language like Maltese, has been understudied. To address this gap, a mixed-methods study was conducted to explore the effectiveness of VR in language learning and identify the advantages and challenges of teaching Maltese as a second language (ML2) with a focus on improving language skills. Qualitative research involved a focus group, while quantitative analysis utilized an online survey with a Likert scale and 25 Maltese teachers as participants. The results revealed that younger respondents were more inclined to believe in the significant impact of VR on improving learning outcomes compared to older respondents. VR was found to effectively engage students in immersive environments and enhance the learning context with entertainment features. However, challenges related to costs, bulky headsets, and technical issues were also uncovered. Although VR tools are not currently utilized in teaching Maltese, this research explored their potential effectiveness in ML2 instruction and provided suggestions for effective integration into language teaching. The findings provide quantitative evidence supporting the effectiveness of VR tools in education and their potential to facilitate ML2 learning. Most participants expressed a positive perception, emphasizing the importance of integrating VR technology into Maltese teaching practices to create more engaging and immersive learning experiences for ML2 learners.

虚拟现实(VR)在教育中越来越受欢迎,但它在语言学习中的潜力,特别是在教授马耳他语等辅修语言方面,却一直没有得到充分的研究。为了解决这一差距,进行了一项混合方法研究,以探索虚拟现实在语言学习中的有效性,并确定将马耳他语作为第二语言(ML2)进行教学的优势和挑战,重点是提高语言技能。定性研究涉及一个焦点小组,而定量分析则使用了Likert量表和25名马耳他教师作为参与者的在线调查。结果显示,与年长的受访者相比,年轻的受访者更倾向于相信虚拟现实对改善学习成绩的显著影响。VR被发现可以有效地让学生沉浸在沉浸式环境中,并通过娱乐功能增强学习环境。然而,与成本、笨重的耳机和技术问题有关的挑战也被发现。尽管虚拟现实工具目前尚未用于马耳他语教学,但本研究探索了它们在ML2教学中的潜在有效性,并为有效融入语言教学提供了建议。研究结果提供了定量证据,支持虚拟现实工具在教育中的有效性及其促进ML2学习的潜力。大多数参与者表达了积极的看法,强调将VR技术融入马耳他教学实践的重要性,为ML2学习者创造更具吸引力和沉浸式的学习体验。
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引用次数: 1
期刊
Computers & Education: X Reality
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