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Virtual reality affordances for oral communication in English as a second language classroom: A literature review 虚拟现实对英语作为第二语言课堂口语交际的启示:文献综述
Pub Date : 2023-01-01 DOI: 10.1016/j.cexr.2023.100018
Anastassiya Yudintseva

This paper reviews 34 studies related to oral communication in English as a Second Language through Virtual Reality published from 2015 to 2022. Overall, Virtual Reality affordances, such as immersion, interaction, feedback, and creation, were perceived positively and found to be effective in terms of anxiety, motivation, confidence, cultural awareness, creativity, and willingness to communicate. However, learning effectiveness was still inconclusive, especially in terms of oral fluency. The insignificant learning outcomes were likely caused by greater cognitive load, equity issues, unpleasant experiences, motion sickness, technology challenges, and lack of instructional activities suited to the Virtual Reality environment. Several strategies to address the challenges of current Virtual Reality platforms identified in the literature review were suggested.

本文回顾了2015年至2022年发表的34项关于通过虚拟现实进行英语口语交际的研究。总体而言,虚拟现实的可供性,如沉浸感、互动、反馈和创造,被积极感知,并被发现在焦虑、动机、信心、文化意识、创造力和沟通意愿方面是有效的。然而,学习效果仍然没有定论,尤其是在口语流利性方面。微不足道的学习结果可能是由更大的认知负荷、公平问题、不愉快的经历、晕动病、技术挑战以及缺乏适合虚拟现实环境的教学活动造成的。提出了应对文献综述中确定的当前虚拟现实平台挑战的几种策略。
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引用次数: 2
Measuring the effectiveness of virtual training: A systematic review 衡量虚拟培训的有效性:一个系统的回顾
Pub Date : 2023-01-01 DOI: 10.1016/j.cexr.2022.100006
Paweł Strojny , Natalia Dużmańska-Misiarczyk

The amount of research on virtual reality learning tools increases with time. Despite the diverse environments and theoretical foundations, enough data have been accumulated in recent years to provide a systematic review of the methods used. We pose ten questions concerning the methodological aspects of these studies. We performed a search in three databases according to the PRISMA guidelines and evaluated several characteristics, with particular emphasis on researchers' methodological decisions. We found an increase over time in the number of studies on the effectiveness of VR-based learning. We also identified shortcomings related to how the duration and number of training sessions are reported. We believe that these two factors could affect the effectiveness of VR-based training. Furthermore, when using the Kirkpatrick model, a significant imbalance can be observed in favor of outcomes from the ‘Reaction’ and ‘Learning’ levels compared to the ‘Behavior’ and ‘Results’ levels. The last of these was not used in any of the 330 reviewed studies. These results highlight the importance of research on the effectiveness of VR training. Taking into account the identified methodological shortcomings will allow for more significant research on this topic in the future.

虚拟现实学习工具的研究数量随着时间的推移而增加。尽管环境和理论基础各不相同,但近年来已经积累了足够的数据,可以对所使用的方法进行系统的审查。我们就这些研究的方法论方面提出了十个问题。我们根据PRISMA指南在三个数据库中进行了搜索,并评估了几个特征,特别强调了研究人员的方法决策。我们发现,随着时间的推移,关于基于虚拟现实的学习有效性的研究数量有所增加。我们还发现了与如何报告培训课程的持续时间和数量有关的缺陷。我们认为,这两个因素可能会影响基于VR的培训的有效性。此外,当使用Kirkpatrick模型时,与“行为”和“结果”水平相比,可以观察到有利于“反应”和“学习”水平的结果的显著失衡。最后一项没有在330项审查研究中使用。这些结果突出了研究虚拟现实训练有效性的重要性。考虑到已查明的方法上的不足,将有助于今后对这一专题进行更重要的研究。
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引用次数: 3
Augmented reality smart glasses use and acceptance: Α literature review 增强现实智能眼镜的使用和接受:Α文献综述
Pub Date : 2023-01-01 DOI: 10.1016/j.cexr.2023.100028
George Koutromanos , Georgia Kazakou

The research interest in the use of augmented reality smart glasses (ARSGs) has increased dramatically in recent years as they are utilised in many fields such as medicine and industry, as well as everyday life. This study aims to review the empirical research activity concerning the acceptance of ARSGs in all applicable fields. In total, 21 studies published from 2015 to 2022 have been reviewed. Their relative field, theoretical framework, methodological design, and the factors that were found to affect the acceptance or use of ARSGs were recorded. It was found that the research focuses more on users acting as consumers of the glasses than on professionals (e.g., doctors, teachers, athletes) using them in a specific field. Also, the majority of the studies base their theoretical framework either entirely or in part on the Technology Acceptance Model (TAM). Moreover, the research models of these studies extend TAM by using various additional variables, such as privacy risk and external influence. Methodologically speaking, most of the studies follow the quantitative approach, without giving the participants the opportunity to interact with the glasses. In addition, the factors which were found to influence the acceptance or use of the glasses are varied and can be categorised as utilitarian, social, personal, risk-related, and technological. This review adds value to the theory of technology acceptance. This is because it is one of the first to address the acceptance or use of ARSGs. Since there is no acceptance model for ARSGs, the findings of this review could lead researchers to propose models for accepting ARSGs in various fields, such as education.

近年来,随着增强现实智能眼镜在医学、工业以及日常生活等许多领域的应用,人们对增强现实智能玻璃的研究兴趣急剧增加。本研究旨在回顾所有适用领域中关于接受ARSG的实证研究活动。对2015年至2022年发表的21项研究进行了综述。记录了它们的相关领域、理论框架、方法设计以及影响ARSG接受或使用的因素。研究发现,这项研究更多地关注作为眼镜消费者的用户,而不是在特定领域使用眼镜的专业人员(如医生、教师、运动员)。此外,大多数研究的理论框架完全或部分基于技术接受模型(TAM)。此外,这些研究的研究模型通过使用各种附加变量,如隐私风险和外部影响,扩展了TAM。从方法论上讲,大多数研究都遵循定量方法,没有给参与者与眼镜互动的机会。此外,影响眼镜接受或使用的因素多种多样,可分为实用性、社会性、个人性、风险相关和技术性。这篇综述为技术接受理论增加了价值。这是因为它是首批解决ARSG的接受或使用问题的公司之一。由于没有ARSG的接受模型,这篇综述的发现可能会引导研究人员提出在教育等各个领域接受ARSG的模型。
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引用次数: 1
Programming for generalization: Confronting known challenges in the design of virtual reality interventions for autistic users 面向泛化的编程:面对自闭症用户虚拟现实干预设计中的已知挑战
Pub Date : 2023-01-01 DOI: 10.1016/j.cexr.2023.100013
Matthew Schmidt , Noah Glaser , Carla Schmidt , Rachel Kaplan , Heath Palmer , Sue Cobb

This study explored how to program for generalization using a fully immersive virtual reality (VR) intervention for teaching transportation skills to autistic adults related to using a university shuttle. Using multi-methods, this research sought to identify similarities and differences in behavior between the VR environment and the real-world, participants’ perceptions of telepresence in the VR environment, and how participants characterized similarities and differences between the VR environment and the real-world. Male adult participants (N ​= ​6) completed training and then engaged in two VR-based training sessions of increasing complexity, after which they enacted what was learned in the real-world. Fidelity of implementation was high across VR and real-world sessions and no significant differences were found in behaviors between the VR and real-world sessions, providing evidence for skills generalization from the contrived VR setting to the naturalistic real-world setting. Participants reported high perceptions of telepresence (e.g., being there) and social presence (e.g., being there with others), and qualitative evidence suggests they made connections between the virtual world and real-world. Implications and directions for future research are discussed.

本研究探讨了如何使用完全沉浸式虚拟现实(VR)干预来为自闭症成年人教授与使用大学班车相关的交通技能,从而进行泛化编程。本研究采用多种方法,试图确定虚拟现实环境和现实世界之间行为的异同,参与者对虚拟现实环境中远程呈现的感知,以及参与者如何表征虚拟现实环境与现实世界之间的异同。成年男性参与者(N​=​6) 完成了培训,然后参加了两次日益复杂的基于虚拟现实的培训课程,之后他们将在现实世界中学到的东西付诸实践。虚拟现实和真实世界会话的实现保真度很高,虚拟现实和现实世界会话之间的行为没有发现显著差异,这为从人为的虚拟现实环境到自然的真实世界环境的技能概括提供了证据。参与者报告说,他们对远程呈现(例如,在那里)和社交存在(例如,与他人在一起)有很高的感知,定性证据表明他们在虚拟世界和现实世界之间建立了联系。讨论了未来研究的意义和方向。
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引用次数: 4
Ethical issues of educational virtual reality 教育虚拟现实的伦理问题
Pub Date : 2023-01-01 DOI: 10.1016/j.cexr.2023.100023
Alexander Skulmowski

In response to the high demand for digital learning as a surrogate for physical experiences, virtual reality (VR) is positioning itself as a tool for creating educational virtual experiences. VR technology faces a number of ethical issues, including a reduction of users’ autonomy, health problems, and privacy concerns. The use of VR and realism in education can turn out to be a double-edged sword. While realistic visualizations can promote learning for some content domains, they can hinder comprehension in others. Furthermore, the effects of realism on learning also depend on learners’ spatial abilities. Letting young children and teenagers engage in virtual educational experiences can expose them to manipulation, could lead to health issues, and may infringe on their privacy. In short, realism and virtual experiences may severely limit learners’ autonomy in a number of ways. Based on a review of the literature and considerations of emerging technologies such as generative artificial intelligence, this paper presents guidelines for the ethically sound utilization of VR and realism. By applying findings and conclusions established in the context of research on the ethics of VR to the educational utilization of this technology, I develop several suggestions that may help to avoid negative consequences of educational VR. These suggestions include the utilization of spatial ability testing, requiring virtual experiences to offer alternative paths to prevent manipulation, as well as using algorithms that deidentify the highly detailed developmental profiles that can be generated through educational VR use.

为了应对作为物理体验替代品的数字学习的高需求,虚拟现实(VR)正在将自己定位为创造教育虚拟体验的工具。VR技术面临着许多道德问题,包括用户自主权的降低、健康问题和隐私问题。虚拟现实和现实主义在教育中的应用可能是一把双刃剑。虽然现实的可视化可以促进某些内容领域的学习,但也会阻碍其他领域的理解。此外,现实主义对学习的影响也取决于学习者的空间能力。让幼儿和青少年参与虚拟教育体验可能会让他们受到操纵,可能导致健康问题,并可能侵犯他们的隐私。简而言之,现实主义和虚拟体验可能会在许多方面严重限制学习者的自主性。基于对文献的回顾和对生成人工智能等新兴技术的考虑,本文提出了在道德上合理利用虚拟现实和现实主义的指导方针。通过将虚拟现实伦理研究中的发现和结论应用于该技术的教育利用,我提出了一些建议,这些建议可能有助于避免教育虚拟现实的负面后果。这些建议包括利用空间能力测试,要求虚拟体验提供替代路径来防止操纵,以及使用算法来识别可以通过教育VR使用生成的高度详细的发展概况。
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引用次数: 2
Charting opportunities and guidelines for augmented reality in makerspaces through prototyping and co-design research 通过原型设计和协同设计研究,在创客空间中绘制增强现实的机会和指导方针
Pub Date : 2023-01-01 DOI: 10.1016/j.cexr.2023.100008
Iulian Radu, Josia Yuan, Xiaomeng Huang, Bertrand Schneider

Makerspace environments are becoming popular project-based learning spaces where students interact with physical objects and peer collaboration, while developing 21st century skills and engaging with science, technology, engineering, and math (STEM) topics. At the same time, augmented reality (AR) technology, which combines physical objects with digital visualizations, is becoming increasingly applicable for makerspace activities and has potential to address challenges for student learning in makerspaces. However, there is a lack of understanding of how to use and integrate AR in real makerspace environments. In this research we use a co-design methodology to address the following questions: (1) How can AR be useful for education in makerspaces? (2) How are students impacted by the process of co-designing AR technology? and (3) What are practical considerations for integrating AR in makerspaces? We engaged in a co-design process in a semester-long makerspace course attended by 18 students in a graduate school of education. Through this process, we generated six prototypes with seven student co-designers, exploring AR use in design, fabrication, programming, electronics, and training. We also identified areas where AR technology can benefit makerspaces, such as teaching STEM skills, facilitating construction activities, enhancing contextualization of learning, and debugging. We observed that students participating in co-design demonstrated improved understanding of technology design, enthusiasm for engaging with makerspaces and AR, and increased critical thinking about AR technology. These results suggest considerations and guidelines for integrating AR technology into makerspace environments.

创客空间环境正在成为受欢迎的基于项目的学习空间,学生可以在这里与实物互动和同伴协作,同时发展21世纪的技能,参与科学、技术、工程和数学(STEM)主题。与此同时,将实物与数字可视化相结合的增强现实(AR)技术越来越适用于创客空间活动,并有可能解决学生在创客空间学习的挑战。然而,人们对如何在真实的创客空间环境中使用和集成AR缺乏了解。在这项研究中,我们使用共同设计方法来解决以下问题:(1)AR如何对制造商空间的教育有用?(2) 共同设计AR技术的过程对学生有何影响?以及(3)在制造商空间中集成AR的实际考虑因素是什么?我们参与了一个为期一学期的makerspace课程的联合设计过程,该课程由一所教育研究生院的18名学生参加。通过这个过程,我们与七名学生共同设计了六个原型,探索AR在设计、制造、编程、电子和培训中的应用。我们还确定了AR技术可以使制造商受益的领域,例如教授STEM技能、促进建筑活动、增强学习的情境化和调试。我们观察到,参与联合设计的学生对技术设计的理解有所提高,对参与创客空间和AR的热情有所提高,并对AR技术的批判性思维有所增强。这些结果提出了将AR技术集成到创客空间环境中的考虑因素和指导方针。
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引用次数: 7
Development and testing of a scale for examining factors affecting the learning experience in the Metaverse 开发和测试一个量表,用于检查影响虚拟世界学习体验的因素
Pub Date : 2023-01-01 DOI: 10.1016/j.cexr.2023.100025
Emmanuel Fokides

The Metaverse, as it gradually becomes a reality, offers great possibilities for education, providing a new dimension of engagement, interaction, and experiences for students and educators alike. Yet, researchers lack tools that would allow them to simultaneously examine a satisfactory number of factors that shape one's experience when engaged in educational applications in the Metaverse. The study at hand is an attempt to fill this gap, as it reports the steps followed for the development and testing of the Metaverse Learning Experience Scale. The statistical analyses of data coming from 462 university students who participated in its testing, established the scale's validity and reliability. Its final version can capture the views of users using forty-three items, examining ten factors (namely, perceived quality of the virtual environment's graphics, perceived cognitive load, perceived ease of use/control of the virtual environment, immersion/presence, perceived feedback and content quality, perceived degree of interaction, motivation to learn and use the virtual environment, perceived usefulness/knowledge gains, simulator sickness, and positive feelings. The scale's factorial structure together with the implications it has for research and practice are also discussed.

随着元宇宙逐渐成为现实,它为教育提供了巨大的可能性,为学生和教育工作者提供了一个新的参与、互动和体验维度。然而,研究人员缺乏工具,无法同时检查在元宇宙中进行教育应用时塑造个人体验的令人满意的因素。手头的研究试图填补这一空白,因为它报告了元宇宙学习体验量表的开发和测试所遵循的步骤。对462名参加测试的大学生的数据进行统计分析,确定了该量表的有效性和可靠性。它的最终版本可以使用四十三个项目来捕捉用户的视图,考察十个因素(即,虚拟环境图形的感知质量、感知认知负荷、感知虚拟环境的易用性/控制性、沉浸感/存在感、感知反馈和内容质量、感知互动程度、学习和使用虚拟环境的动机、感知有用性/知识增益、模拟器病态和积极情绪还讨论了结构及其对研究和实践的启示。
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引用次数: 2
Easily applicable social virtual reality and social presence in online higher education during the covid-19 pandemic: A qualitative study 新冠肺炎大流行期间在线高等教育中易于应用的社交虚拟现实和社交存在:一项定性研究
Pub Date : 2023-01-01 DOI: 10.1016/j.cexr.2023.100024
Miguel Barreda-Ángeles , Sophie Horneber , Tilo Hartmann

Social virtual reality (social VR) platforms gained popularity among users over the last few years. They provide users with a sense of social presence, potentially stimulating social interaction in distance education. Insights on how VR enhances the social aspects of learning are scarce, however, and past examinations often focused on the effects of short usage times of self-developed VR learning applications. To analyze the potential of a simple-to-apply off-the-shelf social VR environment in distance education, in this qualitative study, a sample of 35 master's students employed the AltspaceVR platform for university seminars and group work over a six-week while campus access was restricted due to the covid-19 pandemic, and 23 of them were interviewed to examine their perception of the technology. The results show that social VR facilitated feelings of social presence, a more natural and spontaneous way of communicating with peers and teachers, and an increased sense of community in the classroom, compared to the alternative of videoconferencing. Participants reported high acceptance of the technology for teaching and learning tasks, particularly for interactive activities (e.g., workgroups) in small groups, but also identified limitations related to aspects such as image resolution, lack of note-taking tools, or the feeling of dizziness and fatigue after prolonged use. These results highlight the potential advantages of social VR for stimulating the social dimensions of online education, as well as the remaining challenges that need to be addressed to enable its use in higher education.

过去几年,社交虚拟现实平台在用户中越来越受欢迎。它们为用户提供了一种社交存在感,有可能刺激远程教育中的社交互动。然而,关于虚拟现实如何增强学习的社交方面的见解很少,过去的考试往往集中在自研虚拟现实学习应用程序使用时间短的影响上。为了分析远程教育中简单应用的脱离现场的社交虚拟现实环境的潜力,在这项定性研究中,在新冠肺炎疫情限制校园访问的情况下,35名硕士生的样本在六周内使用AltspaceVR平台进行大学研讨会和小组工作,其中23人接受了采访,以检查他们对这项技术的看法。结果表明,与视频会议的替代方案相比,社交VR促进了社交存在感,是一种更自然、更自发的与同伴和老师交流的方式,并增强了课堂上的社区感。参与者报告称,该技术在教学任务中的接受度很高,特别是在小组互动活动(如工作组)中,但也发现了与图像分辨率、缺乏笔记工具或长时间使用后感到头晕和疲劳等方面有关的局限性。这些结果突出了社交虚拟现实在激发在线教育的社会维度方面的潜在优势,以及为使其在高等教育中使用而需要解决的剩余挑战。
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引用次数: 0
An educational experience in ancient Rome to evaluate the impact of virtual reality on human learning processes 古罗马的教育经验,以评估虚拟现实对人类学习过程的影响
Pub Date : 2023-01-01 DOI: 10.1016/j.cexr.2023.100014
Paolo Boffi , Monica Clerici , Alberto Gallace , Pier Luca Lanzi

Immersive Virtual Reality technology has recently gained significant attention and is expanding its applications to various fields. It also has many advantages in education, as it allows to both simplify the explanation of complex topics through their visualization, and explore lost or unreachable environments. To evaluate the impact of immersive experiences on learning outcomes we developed an educational experience that lets users visit an ancient Roman Domus and provides information about daily life in Roman times. We designed a between-subjects data collection to investigate learning ratio, user experience, and cybersickness of participants through anonymous questionnaires. We collected 76 responses of participants (18–35 y.o.) divided into three conditions: a Immersive Virtual Reality experience, a slide-based lecture and a 2D desktop-based experience. Our results show that the virtual reality experience is considered more engaging and as effective as more traditional 2D and slide-based experiences in terms of learning.

沉浸式虚拟现实技术最近受到了极大的关注,并正在将其应用扩展到各个领域。它在教育中也有很多优势,因为它既可以通过可视化简化复杂主题的解释,也可以探索丢失或无法到达的环境。为了评估沉浸式体验对学习结果的影响,我们开发了一种教育体验,让用户可以参观古罗马圆顶,并提供有关罗马时代日常生活的信息。我们设计了一个受试者之间的数据收集,通过匿名问卷调查参与者的学习率、用户体验和网络病。我们收集了76名参与者(18-35岁)的回复,分为三种情况:沉浸式虚拟现实体验、基于幻灯片的讲座和基于2D桌面的体验。我们的研究结果表明,在学习方面,虚拟现实体验被认为比传统的2D和基于幻灯片的体验更具吸引力和效果。
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引用次数: 0
How augmented reality influences student learning and inquiry styles: A study of 1-1 physics remote AR tutoring 增强现实如何影响学生的学习和探究风格:1-1物理远程AR辅导的研究
Pub Date : 2023-01-01 DOI: 10.1016/j.cexr.2023.100011
Iulian Radu , Xiaomeng Huang , Greg Kestin , Bertrand Schneider

While augmented reality (AR) technology is being considered by educators for its potential to help students visualize abstract concepts, currently there are barriers from the high cost of developing complex AR applications. In this study we investigate how the complexity of AR content impacts student learning in remote 1-1 tutoring scenarios, where an instructor uses an AR headset while teaching physics concepts to a remote student. This approach brings the benefits of augmented reality into the already-existing educational practices of 1-1 remote instruction, without requiring AR devices for every student. We present a system for AR-based physics instruction and perform a between-subjects study, measuring how student learning and inquiry behaviors differ between two experimental conditions that vary in the complexity of AR content. Through quantitative and qualitative analysis, our results show that students who are tutored with more complex AR content learn better and show a wider variety of inquiry styles. Furthermore, AR visual representations appear to stimulate students to think about a wide range of scientific ideas, to make deeper connections between scientific concepts, and encourage students to have a more active learning style with increased transitions between inquiry activities. We discuss possible reasons and wider implications for these findings.

虽然增强现实(AR)技术因其帮助学生可视化抽象概念的潜力而被教育工作者所考虑,但目前开发复杂的AR应用程序的高成本存在障碍。在这项研究中,我们调查了在远程1-1辅导场景中,AR内容的复杂性如何影响学生的学习,在这种情况下,教师在向远程学生教授物理概念时使用AR耳机。这种方法将增强现实的好处引入到已经存在的1-1远程教学的教育实践中,而不需要为每个学生配备AR设备。我们提出了一个基于AR的物理教学系统,并进行了一项学科间研究,测量了在AR内容复杂性不同的两种实验条件下,学生的学习和探究行为的差异。通过定量和定性分析,我们的研究结果表明,接受更复杂AR内容辅导的学生学习效果更好,表现出更广泛的探究风格。此外,AR视觉表征似乎可以激励学生思考广泛的科学思想,在科学概念之间建立更深入的联系,并鼓励学生拥有更积极的学习风格,增加探究活动之间的转换。我们讨论了这些发现的可能原因和更广泛的含义。
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引用次数: 2
期刊
Computers & Education: X Reality
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