首页 > 最新文献

Computers & Education: X Reality最新文献

英文 中文
Effects of an intercultural seminar using telepresence robots on students’ cultural intelligence 跨文化研讨会中使用远程呈现机器人对学生文化智力的影响
Pub Date : 2023-01-01 DOI: 10.1016/j.cexr.2023.100007
Fabian Wolff, Lea-Christin Wickord, Martina Rahe, Claudia M. Quaiser-Pohl

Student exchanges have been demonstrated to increase students' Cultural Intelligence (CQ). However, global problems in recent years, such as the Coronavirus pandemic, have highlighted the need for digital alternatives to traditional in-person visits. One such alternative could be intercultural seminars using telepresence robots, which allow students to experience particularly realistic intercultural interactions in their real environments. In this research, we evaluated the effects of two semi-virtual intercultural seminars on diversity and intercultural competence that integrated telepresence robots to enable interactions between students located in Germany and Kenya. We conducted quantitative and qualitative analyses using data from N ​= ​135 college students. One half of these students actively participated in one of the seminars. The other half did not participate in the seminars or participated only passively (without using the robots), and formed the control group. In line with our expectations, active participants in the seminars showed significant increases in metacognitive CQ, cognitive CQ, and behavioral CQ, likely due to the particular combination of seminar contents and methods. In contrast, no changes in CQ were found in the control group. Our evaluation of the telepresence robots reveals a mixed picture: Although the students showed high acceptance of using telepresence robots in intercultural seminars, this acceptance did not change during the seminars. Moreover, several technical problems hindered the smooth operation of the robots. Nevertheless, the concept of the seminars under examination proved to be promising for enhancing students’ CQ in an efficient manner.

学生交流已被证明可以提高学生的文化智商。然而,近年来的全球问题,如冠状病毒大流行,凸显了对传统面对面访问的数字替代品的需求。一种这样的选择可以是使用远程呈现机器人的跨文化研讨会,让学生在真实环境中体验特别现实的跨文化互动。在这项研究中,我们评估了两个半虚拟跨文化研讨会对多样性和跨文化能力的影响,这两个研讨会集成了远程呈现机器人,使德国和肯尼亚的学生能够进行互动。我们使用N​=​135名大学生。其中一半的学生积极参加了其中一个研讨会。另一半没有参加研讨会,或者只是被动参与(不使用机器人),并组成了对照组。与我们的预期一致,研讨会的积极参与者表现出元认知CQ、认知CQ和行为CQ的显著增加,这可能是由于研讨会内容和方法的特殊组合。相反,对照组的CQ没有变化。我们对远程呈现机器人的评估揭示了一幅喜忧参半的画面:尽管学生们对在跨文化研讨会中使用远程呈现机器人表现出了很高的接受度,但这种接受度在研讨会期间没有改变。此外,一些技术问题阻碍了机器人的顺利运行。然而,事实证明,正在审查的研讨会的概念有助于以有效的方式提高学生的CQ。
{"title":"Effects of an intercultural seminar using telepresence robots on students’ cultural intelligence","authors":"Fabian Wolff,&nbsp;Lea-Christin Wickord,&nbsp;Martina Rahe,&nbsp;Claudia M. Quaiser-Pohl","doi":"10.1016/j.cexr.2023.100007","DOIUrl":"https://doi.org/10.1016/j.cexr.2023.100007","url":null,"abstract":"<div><p>Student exchanges have been demonstrated to increase students' Cultural Intelligence (CQ). However, global problems in recent years, such as the Coronavirus pandemic, have highlighted the need for digital alternatives to traditional in-person visits. One such alternative could be intercultural seminars using telepresence robots, which allow students to experience particularly realistic intercultural interactions in their real environments. In this research, we evaluated the effects of two semi-virtual intercultural seminars on diversity and intercultural competence that integrated telepresence robots to enable interactions between students located in Germany and Kenya. We conducted quantitative and qualitative analyses using data from <em>N</em> ​= ​135 college students. One half of these students actively participated in one of the seminars. The other half did not participate in the seminars or participated only passively (without using the robots), and formed the control group. In line with our expectations, active participants in the seminars showed significant increases in metacognitive CQ, cognitive CQ, and behavioral CQ, likely due to the particular combination of seminar contents and methods. In contrast, no changes in CQ were found in the control group. Our evaluation of the telepresence robots reveals a mixed picture: Although the students showed high acceptance of using telepresence robots in intercultural seminars, this acceptance did not change during the seminars. Moreover, several technical problems hindered the smooth operation of the robots. Nevertheless, the concept of the seminars under examination proved to be promising for enhancing students’ CQ in an efficient manner.</p></div>","PeriodicalId":100320,"journal":{"name":"Computers & Education: X Reality","volume":"2 ","pages":"Article 100007"},"PeriodicalIF":0.0,"publicationDate":"2023-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"49767321","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Virtual reality and embodied learning for improving letter-sound knowledge and attentional control in preschool children: A study protocol 虚拟现实与具身学习对学龄前儿童字母发音知识与注意控制的提升:一项研究方案
Pub Date : 2023-01-01 DOI: 10.1016/j.cexr.2023.100019
Anne Husted Henriksen , Marta Katarzyna Topor , Rasmus Ahmt Hansen , Linn Damsgaard , Anne-Mette Veber Nielsen , Andreas Wulff-Abramsson , Jacob Wienecke

Previous studies have shown that many children struggle with the acquisition of literacy skills and that these problems can be observed since the earliest stages of literacy learning. Embodied learning has been highlighted as a way to enhance the acquisition of early literacy skills. In addition, the use of technologies has been suggested as way of improving attentional control and motivation, which ultimately can improve learning outcomes. However, the combination of Virtual Reality (VR) and embodied learning in preschool children is yet to be explored wherefore the idea to the VR PLAYMORE study emerged. The project is designed as a three-armed randomized controlled trial with 6-7-year-old children in the Copenhagen area of Denmark. Children will be allocated to either a: 1) VR group, 2) mirror group or 3) control group throughout a 2-week intervention period. The VR group and mirror group will perform activities designed with accordance to the embodied learning theory. However, the VR group will perform the activities while wearing VR headsets whereas the mirror group will perform the activities in front of a whole-body mirror without VR headsets. The control group will continue regular teaching activities without the research group interruption. This study protocol follows the SPIRIT guidelines. Outcome measurements will include testing of literacy skills and attentional control. The study will add new knowledge to the research field of embodied learning and the use of VR technology in a school setting with focus on reading- and spelling-related skills and attentional control since this combination is yet to be explored.

先前的研究表明,许多儿童在获得识字技能方面存在困难,这些问题从识字学习的早期阶段就可以观察到。体现式学习被强调为提高早期识字技能的一种方式。此外,有人建议使用技术来改善注意力控制和动机,这最终可以改善学习结果。然而,虚拟现实(VR)与学前儿童具体学习的结合尚待探索,因此出现了VR PLAYMORE研究的想法。该项目是一项针对丹麦哥本哈根地区6-7岁儿童的三臂随机对照试验。在为期2周的干预期内,儿童将被分配到:1)VR组、2)镜像组或3)对照组。VR小组和镜像小组将根据具体的学习理论进行设计活动。然而,VR组将在佩戴VR耳机的情况下进行活动,而镜子组将在没有VR耳机的全身镜子前进行活动。对照组将在不中断研究组的情况下继续进行常规教学活动。本研究方案遵循SPIRIT指南。结果测量将包括识字技能和注意力控制测试。这项研究将为体现学习和在学校环境中使用虚拟现实技术的研究领域增添新的知识,重点是阅读和拼写相关技能以及注意力控制,因为这种组合尚待探索。
{"title":"Virtual reality and embodied learning for improving letter-sound knowledge and attentional control in preschool children: A study protocol","authors":"Anne Husted Henriksen ,&nbsp;Marta Katarzyna Topor ,&nbsp;Rasmus Ahmt Hansen ,&nbsp;Linn Damsgaard ,&nbsp;Anne-Mette Veber Nielsen ,&nbsp;Andreas Wulff-Abramsson ,&nbsp;Jacob Wienecke","doi":"10.1016/j.cexr.2023.100019","DOIUrl":"https://doi.org/10.1016/j.cexr.2023.100019","url":null,"abstract":"<div><p>Previous studies have shown that many children struggle with the acquisition of literacy skills and that these problems can be observed since the earliest stages of literacy learning. Embodied learning has been highlighted as a way to enhance the acquisition of early literacy skills. In addition, the use of technologies has been suggested as way of improving attentional control and motivation, which ultimately can improve learning outcomes. However, the combination of Virtual Reality (VR) and embodied learning in preschool children is yet to be explored wherefore the idea to the VR PLAYMORE study emerged. The project is designed as a three-armed randomized controlled trial with 6-7-year-old children in the Copenhagen area of Denmark. Children will be allocated to either a: 1) VR group, 2) mirror group or 3) control group throughout a 2-week intervention period. The VR group and mirror group will perform activities designed with accordance to the embodied learning theory. However, the VR group will perform the activities while wearing VR headsets whereas the mirror group will perform the activities in front of a whole-body mirror without VR headsets. The control group will continue regular teaching activities without the research group interruption. This study protocol follows the SPIRIT guidelines. Outcome measurements will include testing of literacy skills and attentional control. The study will add new knowledge to the research field of embodied learning and the use of VR technology in a school setting with focus on reading- and spelling-related skills and attentional control since this combination is yet to be explored.</p></div>","PeriodicalId":100320,"journal":{"name":"Computers & Education: X Reality","volume":"2 ","pages":"Article 100019"},"PeriodicalIF":0.0,"publicationDate":"2023-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"49750064","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Authentic learning and fidelity in virtual reality learning experiences for self-efficacy and transfer 真实学习与保真度在虚拟现实学习体验中的自我效能与迁移
Pub Date : 2023-01-01 DOI: 10.1016/j.cexr.2023.100017
Victoria Lynn Lowell , Deepti Tagare

Authentic learning is an instructional approach that best occurs when the learning activities are set in real-world contexts. The authenticity of the learning experience increases when learning is situated in a context akin to the real world, and realistic learning experiences are created by carefully designing the learning tasks, context, and environment. The fidelity of a learning task's psychological, physical, functional, and social aspects and environment is the design attributes that contribute to the authenticity of the learning experience. The social context, or the social environment during learning, is essential in engaging learners in authentic learning tasks. In this mixed-method study, we investigate whether the collaborative nature of the learning activities, the authentic design of the learning experience and tasks, and the social environment impact the learner's perceptions of their learning experience and confidence in learning transfer. Two instruments were used to collect quantitative and qualitative data. The quantitative and qualitative data were analyzed separately and then together through triangulation. The findings of this study suggest that learners perceived the tasks and environment as realistic and the learning activities' collaborative aspect as helpful. The authentic learning environment did not significantly impact learners' confidence to transfer. However, the experience led to valuable metacognitive reflection and change in self-efficacy beliefs about their learning and practice needs. This experience may result in better self-regulation in long-term learning. This paper presents the findings of this study and discusses future research implications.

真实学习是一种教学方法,当学习活动设置在现实世界中时,这种方法最有效。当学习处于类似于现实世界的环境中时,学习体验的真实性会增加,而现实的学习体验是通过仔细设计学习任务、环境和环境来创造的。学习任务的心理、物理、功能和社会方面以及环境的保真度是有助于学习体验真实性的设计属性。学习过程中的社会环境对于让学习者参与真实的学习任务至关重要。在这项混合方法研究中,我们调查了学习活动的协作性质、学习体验和任务的真实设计以及社会环境是否会影响学习者对学习体验的感知和对学习迁移的信心。使用了两种仪器来收集定量和定性数据。定量和定性数据分别进行分析,然后通过三角测量将其结合在一起。本研究的结果表明,学习者认为任务和环境是现实的,学习活动的协作方面是有益的。真实的学习环境对学习者的迁移信心没有显著影响。然而,这段经历导致了有价值的元认知反思,并改变了他们对学习和实践需求的自我效能信念。这种经验可能会在长期学习中带来更好的自我调节。本文介绍了这项研究的发现,并讨论了未来的研究意义。
{"title":"Authentic learning and fidelity in virtual reality learning experiences for self-efficacy and transfer","authors":"Victoria Lynn Lowell ,&nbsp;Deepti Tagare","doi":"10.1016/j.cexr.2023.100017","DOIUrl":"https://doi.org/10.1016/j.cexr.2023.100017","url":null,"abstract":"<div><p>Authentic learning is an instructional approach that best occurs when the learning activities are set in real-world contexts. The authenticity of the learning experience increases when learning is situated in a context akin to the real world, and realistic learning experiences are created by carefully designing the learning tasks, context, and environment. The fidelity of a learning task's psychological, physical, functional, and social aspects and environment is the design attributes that contribute to the authenticity of the learning experience. The social context, or the social environment during learning, is essential in engaging learners in authentic learning tasks. In this mixed-method study, we investigate whether the collaborative nature of the learning activities, the authentic design of the learning experience and tasks, and the social environment impact the learner's perceptions of their learning experience and confidence in learning transfer. Two instruments were used to collect quantitative and qualitative data. The quantitative and qualitative data were analyzed separately and then together through triangulation. The findings of this study suggest that learners perceived the tasks and environment as realistic and the learning activities' collaborative aspect as helpful. The authentic learning environment did not significantly impact learners' confidence to transfer. However, the experience led to valuable metacognitive reflection and change in self-efficacy beliefs about their learning and practice needs. This experience may result in better self-regulation in long-term learning. This paper presents the findings of this study and discusses future research implications.</p></div>","PeriodicalId":100320,"journal":{"name":"Computers & Education: X Reality","volume":"2 ","pages":"Article 100017"},"PeriodicalIF":0.0,"publicationDate":"2023-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"49750106","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 2
Investigating the effectiveness of introducing virtual reality to elementary school students' moral education 探讨将虚拟现实引入小学生道德教育的有效性
Pub Date : 2023-01-01 DOI: 10.1016/j.cexr.2023.100010
Jaekwoun Shim

This study was conducted to investigate whether a virtual reality (VR)-based morality education program is effective in cultivating morality among elementary school students. After conducting VR-based activities and classroom discussions, 162 elementary school students in South Korea were surveyed. According to Rest's theory, we measured moral sensitivity and moral judgment for the evaluation of moral development of students. The use of this model resulted in a significant improvement in moral sensitivity but no significant difference in moral judgment. This study revealed that, although moral sensitivity can be improved relatively easily through our educational program with VR, a separate educational effort is required to improve moral judgment. In addition, this study is meaningful in that it sheds light on the potential of VR, which is closely related to the technology used in the metaverse.

本研究旨在探讨以虚拟现实(VR)为基础的德育计划是否能有效地培养小学生的道德。在进行了基于虚拟现实的活动和课堂讨论后,对韩国162名小学生进行了调查。根据Rest的理论,我们测量了道德敏感性和道德判断对学生道德发展的评价。该模型的使用显著提高了道德敏感性,但在道德判断方面没有显著差异。这项研究表明,尽管通过我们的VR教育计划可以相对容易地提高道德敏感性,但需要单独的教育努力来提高道德判断。此外,这项研究的意义在于,它揭示了虚拟现实的潜力,这与元宇宙中使用的技术密切相关。
{"title":"Investigating the effectiveness of introducing virtual reality to elementary school students' moral education","authors":"Jaekwoun Shim","doi":"10.1016/j.cexr.2023.100010","DOIUrl":"https://doi.org/10.1016/j.cexr.2023.100010","url":null,"abstract":"<div><p>This study was conducted to investigate whether a virtual reality (VR)-based morality education program is effective in cultivating morality among elementary school students. After conducting VR-based activities and classroom discussions, 162 elementary school students in South Korea were surveyed. According to Rest's theory, we measured moral sensitivity and moral judgment for the evaluation of moral development of students. The use of this model resulted in a significant improvement in moral sensitivity but no significant difference in moral judgment. This study revealed that, although moral sensitivity can be improved relatively easily through our educational program with VR, a separate educational effort is required to improve moral judgment. In addition, this study is meaningful in that it sheds light on the potential of VR, which is closely related to the technology used in the metaverse.</p></div>","PeriodicalId":100320,"journal":{"name":"Computers & Education: X Reality","volume":"2 ","pages":"Article 100010"},"PeriodicalIF":0.0,"publicationDate":"2023-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"49750195","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 7
Augmented reality and worked examples: Targeting organic chemistry competence 增强现实和工作实例:目标有机化学能力
Pub Date : 2023-01-01 DOI: 10.1016/j.cexr.2023.100021
Daniel Elford, Simon J. Lancaster, Garth A. Jones

Instructional guidance, provided using worked examples, helps the inexperienced learner cope with complex information, that may be difficult to process in limited capacity working memory. For students of chemistry, such complex information can pertain to the visualisation of structural changes in molecules throughout chemical reactions. This can be alleviated through the affordances of augmented reality (AR) technology. 3D structures are important as they have a crucial impact on the chemical and physical properties of molecules. Within a framework of Cognitive Load Theory, this study illustrates how AR-supported worked examples may enhance learning of electrophilic aromatic substitution. The participant cohort were FHEQ level 5 undergraduate students studying a module of organic chemistry. In addition, the achievement motivation of learner's was also explored, and how this may be impacted by the provision of AR technology and worked examples. The control group was provided with a copy of our worked examples that contained 2D reaction mechanism drawings. Data was collected using a combination of quantitative instruments and qualitative surveys/interviews. For this cohort of students, significant intragroup improvements, and greater normalised change values, in conceptual understanding were observed in the AR group. This was not observed in the control group. No significant intergroup differences in reported cognitive load or achievement motivation of students were found. This was unaffected when introducing prior relevant chemistry experience as a covariate. Student feedback and subsequent thematic analysis show not only the positive impacts on student engagement, but also how students convey their understanding of electrophilic aromatic substitution principles.

教学指导,使用工作实例提供,帮助缺乏经验的学习者处理复杂的信息,这些信息可能难以在有限的工作记忆中处理。对于化学专业的学生来说,这种复杂的信息可能与整个化学反应中分子结构变化的可视化有关。这可以通过增强现实(AR)技术的可供性来缓解。三维结构很重要,因为它们对分子的化学和物理性质有着至关重要的影响。在认知负荷理论的框架内,本研究说明了AR支持的实例如何增强亲电芳香取代的学习。参与者是FHEQ 5级本科生,学习有机化学模块。此外,还探讨了学习者的成就动机,以及AR技术和实例的提供如何影响这一动机。向对照组提供了我们的工作实例的副本,其中包含2D反应机理图。采用定量工具和定性调查/访谈相结合的方法收集数据。对于这组学生,AR组在概念理解方面观察到了显著的组内改善和更大的归一化变化值。这在对照组中没有观察到。在报告的学生认知负荷或成就动机方面,没有发现显著的组间差异。当引入先前的相关化学经验作为协变量时,这并不受影响。学生反馈和随后的主题分析不仅显示了对学生参与的积极影响,还显示了学生如何传达他们对亲电芳香取代原理的理解。
{"title":"Augmented reality and worked examples: Targeting organic chemistry competence","authors":"Daniel Elford,&nbsp;Simon J. Lancaster,&nbsp;Garth A. Jones","doi":"10.1016/j.cexr.2023.100021","DOIUrl":"https://doi.org/10.1016/j.cexr.2023.100021","url":null,"abstract":"<div><p>Instructional guidance, provided using worked examples, helps the inexperienced learner cope with complex information, that may be difficult to process in limited capacity working memory. For students of chemistry, such complex information can pertain to the visualisation of structural changes in molecules throughout chemical reactions. This can be alleviated through the affordances of augmented reality (AR) technology. 3D structures are important as they have a crucial impact on the chemical and physical properties of molecules. Within a framework of Cognitive Load Theory, this study illustrates how AR-supported worked examples may enhance learning of electrophilic aromatic substitution. The participant cohort were FHEQ level 5 undergraduate students studying a module of organic chemistry. In addition, the achievement motivation of learner's was also explored, and how this may be impacted by the provision of AR technology and worked examples. The control group was provided with a copy of our worked examples that contained 2D reaction mechanism drawings. Data was collected using a combination of quantitative instruments and qualitative surveys/interviews. For this cohort of students, significant intragroup improvements, and greater normalised change values, in conceptual understanding were observed in the AR group. This was not observed in the control group. No significant intergroup differences in reported cognitive load or achievement motivation of students were found. This was unaffected when introducing prior relevant chemistry experience as a covariate. Student feedback and subsequent thematic analysis show not only the positive impacts on student engagement, but also how students convey their understanding of electrophilic aromatic substitution principles.</p></div>","PeriodicalId":100320,"journal":{"name":"Computers & Education: X Reality","volume":"2 ","pages":"Article 100021"},"PeriodicalIF":0.0,"publicationDate":"2023-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"49750923","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
The moderating role of creativity and the effect of virtual reality on stress and cognitive demand during preservice teacher learning 创造力对职前教师学习压力和认知需求的调节作用及虚拟现实的影响
Pub Date : 2022-01-01 DOI: 10.1016/j.cexr.2022.100003
Richard Lamb , Jonah Firestone

Virtual reality (VR) has received considerable attention related to its use in teacher development over the last decade. Despite this attention, there is insufficient understanding of how specific underlying cognitive system responses and autonomic nervous system responses moderate the use of VR and the associated learning outcomes in the development of preservice teachers. This work intends to explore and evaluate preservice service teachers’ (PSTs) experiences using VR and the effects of creativity, mental flexibility (MF), acute stress, and cognitive demand (CD). Forty-eight undergraduate college students in year two of their teacher preparation program were recruited for the study. Each of the preservice teachers was assigned randomly to one of two conditions, microteaching (n ​= ​24) or VR (n ​= ​24). The use of these two conditions allowed the researchers to compare the effects of creativity and MF [measured using the Torrance Test of Creative Thinking] on cognitive demand and stress responses [measured using heart rate variability and electrodermal activity]. Results from analysis of the hemodynamic data and stress response data illustrate that the protective factors of creativity and MF may moderate success in VR and the reduction of cognitive demand and stress when VR is used to develop skills related to teaching.

在过去的十年里,虚拟现实(VR)在教师发展中的应用受到了相当大的关注。尽管受到了这样的关注,但对于特定的潜在认知系统反应和自主神经系统反应如何调节VR的使用以及职前教师发展中的相关学习结果,人们的理解还不够充分。本研究旨在探讨和评估职前服务教师(pst)的虚拟现实体验及其创造力、心理灵活性(MF)、急性应激和认知需求(CD)的影响。本研究招募了48名进入教师预备课程第二年的本科生。每位职前教师被随机分配到两种情况中的一种,微型教学(n = 24)或VR (n = 24)。利用这两种条件,研究人员可以比较创造力和MF(使用托兰斯创造性思维测试测量)对认知需求和压力反应(使用心率变异性和皮肤电活动测量)的影响。血液动力学数据和应激反应数据的分析结果表明,创造力和MF的保护因素可能调节VR的成功,并在VR用于培养与教学相关的技能时减少认知需求和压力。
{"title":"The moderating role of creativity and the effect of virtual reality on stress and cognitive demand during preservice teacher learning","authors":"Richard Lamb ,&nbsp;Jonah Firestone","doi":"10.1016/j.cexr.2022.100003","DOIUrl":"10.1016/j.cexr.2022.100003","url":null,"abstract":"<div><p>Virtual reality (VR) has received considerable attention related to its use in teacher development over the last decade. Despite this attention, there is insufficient understanding of how specific underlying cognitive system responses and autonomic nervous system responses moderate the use of VR and the associated learning outcomes in the development of preservice teachers. This work intends to explore and evaluate preservice service teachers’ (PSTs) experiences using VR and the effects of creativity, mental flexibility (MF), acute stress, and cognitive demand (CD). Forty-eight undergraduate college students in year two of their teacher preparation program were recruited for the study. Each of the preservice teachers was assigned randomly to one of two conditions, microteaching (<em>n</em> ​= ​24) or VR (<em>n</em> ​= ​24). The use of these two conditions allowed the researchers to compare the effects of creativity and MF [measured using the Torrance Test of Creative Thinking] on cognitive demand and stress responses [measured using heart rate variability and electrodermal activity]. Results from analysis of the hemodynamic data and stress response data illustrate that the protective factors of creativity and MF may moderate success in VR and the reduction of cognitive demand and stress when VR is used to develop skills related to teaching.</p></div>","PeriodicalId":100320,"journal":{"name":"Computers & Education: X Reality","volume":"1 ","pages":"Article 100003"},"PeriodicalIF":0.0,"publicationDate":"2022-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://www.sciencedirect.com/science/article/pii/S2949678022000034/pdfft?md5=03fdf81ba8c157e677fcc8c46a90f80f&pid=1-s2.0-S2949678022000034-main.pdf","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"123080712","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"OA","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 3
Vision, status, and topics of X Reality in Education 教育中的X现实的愿景、现状和主题
Pub Date : 2022-01-01 DOI: 10.1016/j.cexr.2022.100001
Xieling Chen , Haoran Xie , Qing Li

The maturity of 5G and artificial intelligence has promoted the XRED (X Reality in Education)'s application and implementation. XRED involves the application of X Reality (i.e., augmented reality, virtual reality, or mixed reality) technologies in the process of instruction and learning. Learning assisted by XR technologies can facilitate students' understanding of spatial structure and function, support their learning of language associations, contribute to long-term memory retention, improve physical task performance, enhance motivation, engagement, and learning outcomes, and promote the development of problem-solving abilities. In this study, we provide a general understanding of XRED by illustrating its development concerning funding support, publication venues, software tools, and research topics with the expectation of promoting its future advance and application. We also highlight the importance and necessity of launching the XRED-focused Elsevier journal: Computers & Education: X Reality.

5G和人工智能的成熟推动了XRED (X Reality in Education)的应用和实施。XRED涉及X现实(即增强现实、虚拟现实或混合现实)技术在教学过程中的应用。XR技术辅助下的学习可以促进学生对空间结构和功能的理解,支持他们的语言联想学习,有助于长期记忆保持,提高物理任务表现,增强动机,参与和学习成果,促进问题解决能力的发展。在本研究中,我们从经费支持、出版场所、软件工具、研究课题等方面阐述了XRED的发展概况,以期促进其未来的发展和应用。我们还强调推出以xred为重点的爱思唯尔期刊的重要性和必要性:Computers &教育:X现实。
{"title":"Vision, status, and topics of X Reality in Education","authors":"Xieling Chen ,&nbsp;Haoran Xie ,&nbsp;Qing Li","doi":"10.1016/j.cexr.2022.100001","DOIUrl":"10.1016/j.cexr.2022.100001","url":null,"abstract":"<div><p>The maturity of 5G and artificial intelligence has promoted the XRED (X Reality in Education)'s application and implementation. XRED involves the application of X Reality (i.e., augmented reality, virtual reality, or mixed reality) technologies in the process of instruction and learning. Learning assisted by XR technologies can facilitate students' understanding of spatial structure and function, support their learning of language associations, contribute to long-term memory retention, improve physical task performance, enhance motivation, engagement, and learning outcomes, and promote the development of problem-solving abilities. In this study, we provide a general understanding of XRED by illustrating its development concerning funding support, publication venues, software tools, and research topics with the expectation of promoting its future advance and application. We also highlight the importance and necessity of launching the XRED-focused Elsevier journal: Computers &amp; Education: X Reality.</p></div>","PeriodicalId":100320,"journal":{"name":"Computers & Education: X Reality","volume":"1 ","pages":"Article 100001"},"PeriodicalIF":0.0,"publicationDate":"2022-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://www.sciencedirect.com/science/article/pii/S2949678022000010/pdfft?md5=aa2cb1747138eb8b5d19dfff5243a9b6&pid=1-s2.0-S2949678022000010-main.pdf","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"127199768","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"OA","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 3
Impact of high-fidelity and virtual simulation experiences on nurses’ acquired knowledge and skills for triaging suspected COVID-19 patients 高保真度和虚拟模拟体验对护士获得的COVID-19疑似患者分诊知识和技能的影响
Pub Date : 2022-01-01 DOI: 10.1016/j.cexr.2022.100002
Jefferson Garcia Guerrero , Grace Medalyn Tungpalan-Castro , Bara'ah Al Fergani , Nada Hassan Gomma , Alaa Hussain Hafiz , Minerva Pingue-Raguini

Purpose

This study compares the impact of high-fidelity simulation (HFS) and virtual simulation (VS) experiences on nurses for triaging suspected COVID-19 patients on the basis of their knowledge and skill acquisition.

Background

The essential tools for nurses' professional growth and development are not limited to participation in seminars or symposiums. Training, such as simulation, is also a crucial practice for improving nurses’ competency, especially during a pandemic.

Methods

This study employs a comparative research design. The nurses’ acquired knowledge and skills are evaluated by dividing them into Groups A and B, which are exposed to HFS and VS, respectively.

Results

The mean scores obtained by both groups in their post-tests are significantly higher than that obtained in their pre-tests, by an average of −18.38 for Group A and 22.14 for Group B. The mean scores obtained in their post-Objective Structured Clinical Examination (OSCE) is significantly higher than that in their pre-OSCE, by an average of −23.00 for Group A and 20.67 for Group B. Moreover, Group B's mean score in the post-test is significantly higher than Group A's by an average of −3.00. Group A's post-OSCE mean score is significantly higher than Group B's by an average of 2.92.

Conclusions

The professional competence of nurses exposed to HFS and VS improves significantly. Nurses exposed to VS acquire more knowledge, whereas nurses exposed to HFS develop higher-level skills.

目的比较高保真模拟(high-fidelity simulation, HFS)和虚拟模拟(virtual simulation, VS)体验对护士在知识技能习得基础上分诊疑似COVID-19患者的影响。护士专业成长和发展的基本工具并不局限于参加研讨会或专题讨论会。模拟等培训也是提高护士能力的关键做法,特别是在大流行期间。方法本研究采用比较研究设计。将护士分为暴露于HFS和VS的A组和B组,对护士获得的知识和技能进行评估。结果两组患者后测平均得分均显著高于前测,A组平均为- 18.38分,b组平均为22.14分;后测客观结构化临床检查(OSCE)平均得分均显著高于前测,A组平均为- 23.00分,b组平均为20.67分。B组后测平均得分显著高于A组,平均高出−3.00。A组在欧安组织之后的平均得分显著高于B组,平均高出2.92分。结论接触HFS和VS的护士的专业能力有明显提高。暴露于VS的护士获得更多的知识,而暴露于HFS的护士发展更高水平的技能。
{"title":"Impact of high-fidelity and virtual simulation experiences on nurses’ acquired knowledge and skills for triaging suspected COVID-19 patients","authors":"Jefferson Garcia Guerrero ,&nbsp;Grace Medalyn Tungpalan-Castro ,&nbsp;Bara'ah Al Fergani ,&nbsp;Nada Hassan Gomma ,&nbsp;Alaa Hussain Hafiz ,&nbsp;Minerva Pingue-Raguini","doi":"10.1016/j.cexr.2022.100002","DOIUrl":"10.1016/j.cexr.2022.100002","url":null,"abstract":"<div><h3>Purpose</h3><p>This study compares the impact of high-fidelity simulation (HFS) and virtual simulation (VS) experiences on nurses for triaging suspected COVID-19 patients on the basis of their knowledge and skill acquisition.</p></div><div><h3>Background</h3><p>The essential tools for nurses' professional growth and development are not limited to participation in seminars or symposiums. Training, such as simulation, is also a crucial practice for improving nurses’ competency, especially during a pandemic.</p></div><div><h3>Methods</h3><p>This study employs a comparative research design. The nurses’ acquired knowledge and skills are evaluated by dividing them into Groups A and B, which are exposed to HFS and VS, respectively.</p></div><div><h3>Results</h3><p>The mean scores obtained by both groups in their post-tests are significantly higher than that obtained in their pre-tests, by an average of −18.38 for Group A and 22.14 for Group B. The mean scores obtained in their post-Objective Structured Clinical Examination (OSCE) is significantly higher than that in their pre-OSCE, by an average of −23.00 for Group A and 20.67 for Group B. Moreover, Group B's mean score in the post-test is significantly higher than Group A's by an average of −3.00. Group A's post-OSCE mean score is significantly higher than Group B's by an average of 2.92.</p></div><div><h3>Conclusions</h3><p>The professional competence of nurses exposed to HFS and VS improves significantly. Nurses exposed to VS acquire more knowledge, whereas nurses exposed to HFS develop higher-level skills.</p></div>","PeriodicalId":100320,"journal":{"name":"Computers & Education: X Reality","volume":"1 ","pages":"Article 100002"},"PeriodicalIF":0.0,"publicationDate":"2022-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://www.sciencedirect.com/science/article/pii/S2949678022000022/pdfft?md5=e9ce06888cc4a2d71eed9c43adce6b57&pid=1-s2.0-S2949678022000022-main.pdf","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"80225736","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"OA","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 2
期刊
Computers & Education: X Reality
全部 Acc. Chem. Res. ACS Applied Bio Materials ACS Appl. Electron. Mater. ACS Appl. Energy Mater. ACS Appl. Mater. Interfaces ACS Appl. Nano Mater. ACS Appl. Polym. Mater. ACS BIOMATER-SCI ENG ACS Catal. ACS Cent. Sci. ACS Chem. Biol. ACS Chemical Health & Safety ACS Chem. Neurosci. ACS Comb. Sci. ACS Earth Space Chem. ACS Energy Lett. ACS Infect. Dis. ACS Macro Lett. ACS Mater. Lett. ACS Med. Chem. Lett. ACS Nano ACS Omega ACS Photonics ACS Sens. ACS Sustainable Chem. Eng. ACS Synth. Biol. Anal. Chem. BIOCHEMISTRY-US Bioconjugate Chem. BIOMACROMOLECULES Chem. Res. Toxicol. Chem. Rev. Chem. Mater. CRYST GROWTH DES ENERG FUEL Environ. Sci. Technol. Environ. Sci. Technol. Lett. Eur. J. Inorg. Chem. IND ENG CHEM RES Inorg. Chem. J. Agric. Food. Chem. J. Chem. Eng. Data J. Chem. Educ. J. Chem. Inf. Model. J. Chem. Theory Comput. J. Med. Chem. J. Nat. Prod. J PROTEOME RES J. Am. Chem. Soc. LANGMUIR MACROMOLECULES Mol. Pharmaceutics Nano Lett. Org. Lett. ORG PROCESS RES DEV ORGANOMETALLICS J. Org. Chem. J. Phys. Chem. J. Phys. Chem. A J. Phys. Chem. B J. Phys. Chem. C J. Phys. Chem. Lett. Analyst Anal. Methods Biomater. Sci. Catal. Sci. Technol. Chem. Commun. Chem. Soc. Rev. CHEM EDUC RES PRACT CRYSTENGCOMM Dalton Trans. Energy Environ. Sci. ENVIRON SCI-NANO ENVIRON SCI-PROC IMP ENVIRON SCI-WAT RES Faraday Discuss. Food Funct. Green Chem. Inorg. Chem. Front. Integr. Biol. J. Anal. At. Spectrom. J. Mater. Chem. A J. Mater. Chem. B J. Mater. Chem. C Lab Chip Mater. Chem. Front. Mater. Horiz. MEDCHEMCOMM Metallomics Mol. Biosyst. Mol. Syst. Des. Eng. Nanoscale Nanoscale Horiz. Nat. Prod. Rep. New J. Chem. Org. Biomol. Chem. Org. Chem. Front. PHOTOCH PHOTOBIO SCI PCCP Polym. Chem.
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
0
微信
客服QQ
Book学术公众号 扫码关注我们
反馈
×
意见反馈
请填写您的意见或建议
请填写您的手机或邮箱
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
现在去查看 取消
×
提示
确定
Book学术官方微信
Book学术文献互助
Book学术文献互助群
群 号:481959085
Book学术
文献互助 智能选刊 最新文献 互助须知 联系我们:info@booksci.cn
Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。
Copyright © 2023 Book学术 All rights reserved.
ghs 京公网安备 11010802042870号 京ICP备2023020795号-1