基于游戏的学习-通过Metaverse的沉浸式教学和学习平台

Navleen Kaur, Vibha Singh, Navita Mahajan, Nitin Garg
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引用次数: 2

摘要

本研究的主要目的是确定基于游戏的学习如何提高学生在课堂上的参与度和学习。运用技术接受模型(Technology Acceptance Model)和SWOT分析,了解学生如何在Metaverse上通过游戏式学习,学习得更好、更愉快。它可以帮助培养重要的技能,让学生在学习过程中保持专注。尽管游戏中的虚拟世界概念仍处于初始阶段,但这一领域已经投入了大量资金。Metaverse上基于游戏的学习并不会取代传统的教学技术,而是一种可以改善学习过程的补充工具。此外,重要的是要确保基于游戏的学习活动与课程和学习目标保持一致,并且它们的设计方式对所有学生都是可访问和包容的。
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Game Based Learning - Immersive teaching and Learning platform through Metaverse
The main purpose of this study is to determine how game-based learning might increase student engagement and learning in the classroom. Technology Acceptance Model is applied and SWOT analysis is done to understand how students can learn well and enjoyably through game-based learning on Metaverse. It can help to develop important skills and keep students engaged in the learning process. Even though the concept of metaverse in gaming is still at its initial stages, but huge investments are being made in this field. Instead of replacing conventional teaching techniques, game-based learning on Metaverse can be considered a complementing tool that can improve the learning process. Additionally, it's important to ensure that the game-based learning activities are aligned with the curriculum and learning objectives, and that they are designed in a way that is accessible and inclusive for all students.
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