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Virtual reality assisted engineering education: A multimedia learning perspective 虚拟现实辅助工程教育:多媒体学习视角
Pub Date : 2023-07-14 DOI: 10.1016/j.cexr.2023.100033
Adurangba V. Oje , Nathaniel J. Hunsu , Dominik May

Virtual Reality (VR) is a powerful technology that can enhance engineering education by providing immersive and interactive learning experiences. However, many VR studies in engineering education lack a clear theoretical or pedagogical framework to guide their design and evaluation. This scoping review analyzes 51 studies on VR-assisted engineering education and reveals the trends and gaps in the current research. We argue that engineering VR studies should be informed by theories of learning and instruction that address the cognitive and socio-cognitive aspects of learning. We also suggest that VR-assisted engineering education research should incorporate multimedia design and pedagogical principles to optimize the effectiveness of VR applications. Our perspective aims to inspire engineering educators, practitioners, and instructional designers to develop VR contents and formulate VR research imperatives grounded in sound educational theories and multimedia learning principles.

虚拟现实(VR)是一种强大的技术,可以通过提供身临其境的交互式学习体验来加强工程教育。然而,许多工程教育中的虚拟现实研究缺乏明确的理论或教学框架来指导其设计和评估。本范围综述分析了51项关于VR辅助工程教育的研究,并揭示了当前研究的趋势和差距。我们认为,工程VR研究应该以解决学习的认知和社会认知方面的学习和教学理论为依据。我们还建议VR辅助工程教育研究应结合多媒体设计和教学原则,以优化VR应用的有效性。我们的观点旨在激励工程教育工作者、从业者和教学设计师开发虚拟现实内容,并在健全的教育理论和多媒体学习原则的基础上制定虚拟现实研究要求。
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引用次数: 1
VR training program for fire escape: Learning progress predicted by the perception of fire presence, VR operational frustration, and gameplay self-efficacy 火灾逃生VR培训项目:通过火灾存在感、VR操作挫败感和游戏自我效能感预测学习进度
Pub Date : 2023-06-23 DOI: 10.1016/j.cexr.2023.100029
Jon-Chao Hong , Hsun-Yu Chan , Yun-Hsuang Teng , Kai-Hsin Tai , Chang-Zhen Lin

Most VR fire escape training programs only task learners to observe the procedure of fire escape in different simulated fire scenes. To improve the effectiveness of such training programs for everyone, we tested a “fire escape virtual reality training program” which takes advantage of the feedback on the action to help individuals to learn the necessary and correct steps of fire escape. The virtual program emulates a real fire scene by providing realistic visual and auditory stimuli. A single-group quasi-experimental study was carried out to measure the effectiveness of the program, and a total of 173 seventh- and eighth-grade students from a high school in New Taipei City participated. The results of structural equation modeling showed that 1) gameplay self-efficacy was negatively predicted by frustration, 2) fire presence positively predicted gameplay self-efficacy, and 3) gameplay self-efficacy positively predicted learning progress. The findings suggested that critical life-saving skills such as fire escape skills can be readily acquired and trained through individual virtual reality training programs.

大多数虚拟现实逃生训练项目只要求学习者在不同的模拟火灾场景中观察逃生过程。为了提高此类培训计划对每个人的有效性,我们测试了一个“逃生虚拟现实培训计划”,该计划利用对行动的反馈,帮助个人学习必要和正确的逃生步骤。虚拟程序通过提供逼真的视觉和听觉刺激来模拟真实的火灾场景。采用单组准实验研究的方法来衡量该计划的有效性,共有173名来自新北市一所高中的七年级和八年级学生参加。结构方程建模结果表明:1)游戏自我效能感受挫折感的负向预测,2)火力存在正向预测游戏自我效能,3)游戏自我自我效能感正向预测学习进度。研究结果表明,通过个人虚拟现实培训计划,可以很容易地获得和培训关键的救生技能,如逃生技能。
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引用次数: 1
Cognitive interviewing as a method to inform questionnaire design and validity - Immersive Technology Evaluation Measure (ITEM) for healthcare education 认知访谈对问卷设计及效度的影响——健康教育沉浸式技术评估量表(ITEM)
Pub Date : 2023-01-01 DOI: 10.1016/j.cexr.2023.100027
Chris Jacobs , Joshua Wheeler , Michael Williams , Richard Joiner

Research of immersive technology in education is rapidly expanding with potential to educate future students in healthcare disciplines. Despite increasing literature there is a lack of validated instruments to investigate the effects of these technologies. Cognitive interviewing is a valuable evaluation method to check comprehension of a measure and was applied to a new measure of user experience of immersive technology for healthcare education (ITEM). A 5 domain self-reported measure of: immersion, intrinsic motivation, cognitive load, system usability, and debrief. Prior to the interview 9 participants were allocated to augmented reality and virtual reality educational activities. Verbal probing and think aloud techniques through semi-structured cognitive interviews were conducted. The ITEM was found to have high content validity index scores and relationships between domains were further explored through qualitative analysis. The results indicate high clarity of understanding for those completing the ITEM and supports future research as part of an ongoing validation process.

沉浸式技术在教育中的研究正在迅速扩大,有可能培养未来的医疗学科学生。尽管文献越来越多,但缺乏经过验证的工具来研究这些技术的影响。认知访谈是一种有价值的评估方法,用于检查对测量的理解,并被应用于医疗教育沉浸式技术(ITEM)的一种新的用户体验测量。五个领域的自我报告测量:沉浸感、内在动机、认知负荷、系统可用性和汇报。在访谈之前,9名参与者被分配到增强现实和虚拟现实教育活动中。通过半结构化认知访谈进行了言语探究和大声思考技术。ITEM具有较高的内容有效性指数得分,并通过定性分析进一步探讨了领域之间的关系。研究结果表明,对于完成ITEM的人员来说,理解非常清晰,并支持作为正在进行的验证过程一部分的未来研究。
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引用次数: 0
Virtual reality in education: The impact of high-fidelity nonverbal cues on the learning experience 教育中的虚拟现实:高保真的非语言线索对学习体验的影响
Pub Date : 2023-01-01 DOI: 10.1016/j.cexr.2023.100020
Vlasios Kasapakis , Elena Dzardanova , Androniki Agelada

Integrating variant Information and Communication Technologies (ICTs) into the learning process provides students and teachers alike with specialized tools which eliminate the distance between them and create a classroom-like experience. Virtual Reality (VR) is bound to not only match the qualities of interpersonal communication for distance-learning but reconfigure the learning process altogether, providing students and teachers with novel hyper-tools and methods for presentation and interaction. Virtual Reality Learning Environments (VRLEs) are already being designed, developed, and tested out as an educational tool. Among the less investigated aspects of VRLEs is the impact of avatars and characters Nonverbal Cues (NVCs) on the students' learning experience. This study presents the development of a prototype which uses off-the-shelf technologies commonly used in Social Virtual Reality (SVR) platforms to capture a real professor's body motion and gaze, along with his facial expressions, in real-time, during the delivery of a real lecture. The recorded data are later solved onto a high-fidelity avatar delivering the same lecture in a VRLE. A between-groups study including ninety-six (96) participants, all university students, revealed no correlation between the professor's avatar NVCs fidelity and perceived usability, realism, usefulness, and social presence, and no differences in knowledge acquisition as well.

将各种信息和通信技术(ICT)融入学习过程,为学生和教师提供了专业工具,消除了他们之间的距离,创造了课堂般的体验。虚拟现实(VR)不仅将与远程学习中的人际沟通质量相匹配,而且将重新配置学习过程,为学生和教师提供新颖的演示和互动工具和方法。虚拟现实学习环境(VRLE)作为一种教育工具已经在设计、开发和测试中。VRLE研究较少的方面之一是化身和角色非语言提示(NVC)对学生学习体验的影响。这项研究介绍了一个原型的开发,该原型使用社交虚拟现实(SVR)平台中常用的现成技术,在真实讲座期间实时捕捉真实教授的身体运动和凝视,以及他的面部表情。记录的数据随后被求解到在VRLE中传递相同讲座的高保真化身上。一项包括九十六(96)名参与者(均为大学生)的组间研究显示,教授的化身NVC忠诚度与感知的可用性、真实性、有用性和社交存在之间没有相关性,在知识获取方面也没有差异。
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引用次数: 2
Formative evaluation of immersive virtual reality expedition mini-games to facilitate computational thinking 沉浸式虚拟现实探险小游戏的形成性评价促进计算思维
Pub Date : 2023-01-01 DOI: 10.1016/j.cexr.2023.100016
Amos Sunday Oyelere , Friday Joseph Agbo , Solomon Sunday Oyelere

Recently, virtual reality (VR) technology has shown great potential in advancing education with many pedagogical benefits for building the 21st-century teaching and learning experience. This study conducted a formative evaluation of an immersive VR expedition application with the aim of understanding users' learning processes and how the application facilitates higher education students' computational thinking skills. Six participants were randomly selected to conduct this evaluation. A mixed research approach consisting of quantitative and qualitative methods was employed. The study quantitatively analyzed users' scores from gameplay to understand how the intervention supported computational thinking skills. Participants were also interviewed to collect data after playing the mini-games to investigate users' experiences. The study showcases players' computational thinking competency, assessed automatically during gameplay. Further, this study used inductive content analysis to demonstrate users' reactions to prototyped VR mini-games. The qualitative findings suggest that users found the VR mini-games interactive and immersive, which provided an opportunity to foster learners' computational thinking skills. The quantitative analysis revealed that student's computational thinking competency can be enhanced through consistent playing of the mini-games. Moreover, the expedition aspect of the VR game stimulated learners' curiosity, which sustained their learning progress. Furthermore, users gained new knowledge and found the mini-games educative. Nevertheless, several aspects of the VR mini-games need improvements, according to users' perceptions. This study contributes to the knowledge in terms of the affordances of VR in education research and provides relevant insights that can shape future studies, for example, the recent hype of metaverse in education.

最近,虚拟现实技术在推进教育方面显示出了巨大的潜力,为构建21世纪的教学体验带来了许多教学效益。本研究对沉浸式VR探险应用程序进行了形成性评估,目的是了解用户的学习过程,以及该应用程序如何促进高等教育学生的计算思维技能。随机选择6名参与者进行评估。采用了由定量和定性方法组成的混合研究方法。该研究定量分析了用户在游戏中的得分,以了解干预措施如何支持计算思维技能。参与者还接受了采访,在玩完迷你游戏后收集数据,以调查用户的体验。该研究展示了玩家在游戏过程中自动评估的计算思维能力。此外,本研究使用归纳内容分析来展示用户对原型VR迷你游戏的反应。定性研究结果表明,用户发现VR迷你游戏具有互动性和沉浸感,这为培养学习者的计算思维技能提供了机会。定量分析表明,学生的计算思维能力可以通过持续玩迷你游戏来提高。此外,虚拟现实游戏的探险方面激发了学习者的好奇心,从而维持了他们的学习进度。此外,用户获得了新的知识,并发现迷你游戏具有教育意义。然而,根据用户的看法,VR迷你游戏的几个方面需要改进。这项研究有助于了解虚拟现实在教育研究中的可供性,并提供了可以影响未来研究的相关见解,例如,最近在教育中大肆宣传的元宇宙。
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引用次数: 0
Higher-order thinking skills assessment in 3D virtual learning environments using motifs and expert data 使用主题和专家数据的三维虚拟学习环境中的高阶思维技能评估
Pub Date : 2023-01-01 DOI: 10.1016/j.cexr.2023.100012
Nuket Nowlan , Ali Arya , Hossain Samar Qorbani , Maryam Abdinejad

The research reported in this paper addresses the problem of assessing higher-order thinking skills, such as reflective and creative thinking, within the context of virtual learning environments. Assessment of these skills requires process-based observations and evaluation, as the output-based methods have been found to be insufficient. Virtual learning environments offer a wealth of data on the process, which makes them good candidates for process-based evaluation, but the existing assessment methods in these environments have shortcomings, such as reliance on large data sets, inability to offer specific feedback on actions, and the lack of consideration for how actions are integrated into bigger tasks. Demonstrating and confirming the ability of three-dimensional virtual learning environments to work with process metrics for assessment, we propose and evaluate the use of motifs as an assessment tool. Motifs are short and meaningful combination of metrics. Combining time-ordered motifs with a similarity analysis between expert and learner data, our proposed approach can potentially offer feedback on specific actions that the learner takes, as opposed to single output-based feedback. It can do so without the use of large training datasets due to reliance on expert data and similarity analysis. Through a user study, we found out that such a motif-based approach can be effective in the assessment of higher-order thinking skills while addressing the identified shortcomings of previous work. We also address the limited research on similarity-based analysis methods, compare their effectiveness, and show that utilizing different similarity measures for different tasks may be a more effective approach. Our proposed method facilitates and encourages the involvement of instructors and course designers through the definition of motifs and expert problem-solving paths.

本文报道的研究解决了在虚拟学习环境中评估高阶思维技能的问题,如反思和创造性思维。对这些技能的评估需要基于过程的观察和评价,因为已经发现基于产出的方法是不够的。虚拟学习环境提供了丰富的过程数据,这使其成为基于过程的评估的良好候选者,但这些环境中现有的评估方法存在缺陷,例如依赖于大型数据集,无法对行动提供具体反馈,以及缺乏考虑如何将行动整合到更大的任务中。为了证明和确认三维虚拟学习环境使用过程度量进行评估的能力,我们提出并评估了基序作为评估工具的使用。主题是度量标准的简短而有意义的组合。将时间顺序基序与专家和学习者数据之间的相似性分析相结合,我们提出的方法可以潜在地提供对学习者采取的特定行动的反馈,而不是基于单一输出的反馈。由于依赖于专家数据和相似性分析,它可以在不使用大型训练数据集的情况下做到这一点。通过一项用户研究,我们发现这种基于主题的方法可以有效地评估高阶思维技能,同时解决先前工作中发现的缺点。我们还解决了对基于相似性的分析方法的有限研究,比较了它们的有效性,并表明对不同的任务使用不同的相似性度量可能是一种更有效的方法。我们提出的方法通过定义主题和专家解决问题的途径,促进和鼓励教师和课程设计者的参与。
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引用次数: 1
Effect of an augmented reality app on academic achievement, motivation, and technology acceptance of university students of a chemistry course 增强现实应用对大学生化学课程学习成绩、动机和技术接受度的影响
Pub Date : 2023-01-01 DOI: 10.1016/j.cexr.2023.100022
Mónica Silva , Karina Bermúdez , Karina Caro

The purpose of the current research was to explore the effect of an augmented reality app on the academic level, motivation, and technology acceptance of students of a university-level chemistry course. The study followed a pre/post-test design with a control group. At the end of a lecture on carbon bonds, we requested 95 university students to develop three models using modeling clay. The experimental group used the augmented reality app, while the control group used 2D pictures. The academic achievement increased for the students who used the augmented reality app. Motivation scores were not different between the control and experimental group. Our results indicate that augmented reality technology could be helpful in an academic setting.

当前研究的目的是探索增强现实应用程序对大学化学课程学生的学术水平、动机和技术接受度的影响。该研究采用了一个对照组的测试前/测试后设计。在一次关于碳键的讲座结束时,我们请95名大学生使用粘土模型开发三个模型。实验组使用增强现实应用程序,而对照组使用2D图片。使用增强现实应用程序的学生的学习成绩有所提高。对照组和实验组的动机得分没有差异。我们的研究结果表明,增强现实技术在学术环境中可能会有所帮助。
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引用次数: 1
Designing augmented reality for makerspaces: Guidelines, lessons and mitigation strategies from 5+ years of AR educational projects 为创客空间设计增强现实:5年以上增强现实教育项目的指导方针、经验教训和缓解策略
Pub Date : 2023-01-01 DOI: 10.1016/j.cexr.2023.100026
Iulian Radu, Bertrand Schneider

Makerspaces are a relatively recent type of open-ended environment where users learn through authentic problem solving and interactions with peers. Augmented reality (AR) technology can improve learning and collaboration in such spaces, but it is unclear how one might design AR applications suitable for the physical, social and pedagogical richness of these environments. In this paper we present 5 research projects that explored the use of AR in makerspaces, covering various learning topics, physical configurations, and collaborative activities. We discuss lessons learned and distill these into 14 design guidelines. We conclude with a discussion of tensions to consider when designing AR for open-ended learning environments.

创客空间是一种相对较新的开放式环境,用户可以通过真实的问题解决和与同伴的互动进行学习。增强现实(AR)技术可以改善这些空间中的学习和协作,但尚不清楚如何设计适合这些环境的物理、社会和教学丰富性的AR应用程序。在本文中,我们介绍了5个研究项目,探讨了AR在makerspaces中的应用,涵盖了各种学习主题、物理配置和协作活动。我们讨论经验教训,并将其提炼为14条设计指南。最后,我们讨论了在为开放式学习环境设计AR时需要考虑的紧张关系。
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引用次数: 0
Shape distinctness and segmentation benefit learning from realistic visualizations, while dimensionality and perspective play a minor role 形状区分和分割有利于从逼真的可视化中学习,而维度和视角则起次要作用
Pub Date : 2023-01-01 DOI: 10.1016/j.cexr.2023.100015
Alexander Skulmowski

Research on the design of visualizations has revealed that realistic visualizations can be beneficial for retention and transfer performance despite their tendency towards causing cognitive load. However, it still can be hard to predict whether a more detailed visualization will be more effective for learning than a more abstract one. The purpose of the reported studies is to investigate whether an emphasis on the specific benefits of realism can enhance learning from realistic visualizations. In three experiments, the dimensionality (i.e., whether flat cross-sections or shapes conveying depth and space are presented), perspective, shape distinctness, and segmentation by color are investigated. In Experiment 1, a visualization of a flat section of the kidney elicited a greater cognitive load if this section was presented as a realistic rendering rather than a schematic drawing, while a more dimensional model of the kidney appears to be harder to cognitively process if it is presented as a drawing. Experiment 2 examined whether a perspective emphasizing depth is more compatible with a realistic rather than a schematic visualization, but this effect failed to reach significance. Lastly, Experiment 3 demonstrated that shape distinctness and segmentation using colors enhance retention performance. The main result of this series of studies is that even minor changes in the presentation of realistic visualizations can have an impact on cognitive load. In conclusion, in order to optimize learning, realistic visualizations should make use of depth, emphasize semantic information by increasing the distinctness of shapes, and use segmentation using colors or different surface materials.

对可视化设计的研究表明,尽管逼真的可视化倾向于引起认知负荷,但它们对保持和转移性能是有益的。然而,仍然很难预测更详细的可视化是否比更抽象的可视化对学习更有效。报告研究的目的是调查强调现实主义的具体好处是否可以增强从现实可视化中学习。在三个实验中,研究了维度(即,呈现的是平面横截面还是传达深度和空间的形状)、视角、形状清晰度和颜色分割。在实验1中,如果肾脏的平坦部分是以逼真的渲染图而不是示意图的形式呈现,则该部分的可视化会引发更大的认知负荷,而如果肾脏的三维模型是以图纸的形式呈现的,则似乎更难进行认知处理。实验2考察了强调深度的视角是否更符合现实而非示意性的可视化,但这种效果没有达到显著性。最后,实验3证明了形状清晰度和使用颜色的分割提高了保留性能。这一系列研究的主要结果是,即使是现实视觉呈现的微小变化也会对认知负荷产生影响。总之,为了优化学习,逼真的可视化应该利用深度,通过增加形状的清晰度来强调语义信息,并使用颜色或不同表面材料进行分割。
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引用次数: 1
“Breaking the fourth wall”: The effects of cinematic virtual reality film-viewing on adolescent students’ empathic responses “打破第四堵墙”:电影虚拟现实观影对青少年学生共情反应的影响
Pub Date : 2023-01-01 DOI: 10.1016/j.cexr.2023.100009
Andrea Trudeau, Ying Xie, Olha Ketsman, Fatih Demir

This research study investigated the use of cinematic virtual reality (CVR) in a seventh-grade social studies classroom and its effects on adolescents' empathic responses. In this quantitative research study, participants (n ​= ​60) completed the Adolescent Measure of Empathy and Sympathy (AMES, Vossen et al., 2015) as a pretest a week before viewing The Displaced, a film about the lives of three refugee children, in either CVR or two-dimensional (2D), 360-degree format. Promptly after viewing the film, participants repeated the AMES as a posttest. Paired t-tests were conducted to explore the changes in mean scores for the AMES subscale scores between participants viewing the film in CVR and 2D formats as well as the changes in mean subscales between male and female participants viewing the film in CVR. Gain scores were also calculated and analyzed through a two-way MANOVA to examine the possible interaction effect between film format and gender on AMES subscale scores. The results of this study indicated that while the 2D, 360-degree film format affected adolescent students' affective empathy, there was a greater increase in both cognitive and affective empathy scores for those viewing the film in CVR with male adolescent students’ scores demonstrating the most remarkable increase.

本研究调查了电影虚拟现实(CVR)在七年级社会研究课堂上的使用及其对青少年移情反应的影响。在这项定量研究中,参与者(n​=​60)在观看关于三名难民儿童生活的电影《流离失所者》(the Displaced)前一周,以CVR或二维(2D)360度格式完成了青少年移情和同情测量(AMES,Vossen et al.,2015)。看完电影后,参与者立即重复AMES作为后测。进行配对t检验,以探索以CVR和2D格式观看电影的参与者之间AMES分量表得分的平均得分的变化,以及以CVR观看电影的男性和女性参与者之间平均分量表的变化。还通过双向MANOVA计算和分析增益得分,以检查电影格式和性别对AMES分量表得分的可能交互作用。本研究的结果表明,虽然2D、360度电影格式影响了青少年学生的情感移情,但在CVR中观看电影的学生的认知和情感移情得分都有更大的提高,其中男性青少年学生的得分提高最为显著。
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引用次数: 0
期刊
Computers & Education: X Reality
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