三维学习环境中的虚拟表示

Miri Shonfeld, Miki Kritz
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引用次数: 3

摘要

这项研究探讨了虚拟世界通过增加社交存在和参与,可以在多大程度上为学生提供在线协作学习环境。3D环境使学习成为可能,它模拟面对面的接触,同时保留了在线学习的优势。教育部门的学生创建了代表他们参加合作会议和活动的虚拟形象。这项研究考察了学生们对阿凡达外表的选择与他们自己的外表以及他们的主流社会和文化规范之间的关系。它通过观察分析、问卷调查和访谈,比较了来自不同国家和文化的学生选择的虚拟形象的外观。用户的外观是否会影响他/她的角色外观?用户的文化是否会影响他/她对头像的选择?3D环境是否模糊了多元文化差异?学生和他们的虚拟形象之间的相似之处是否有助于他们的学习体验,如果有的话,以何种方式?结果表明,尽管虚拟3D环境提供了自由,但外部环境创造了强大的边界和期望,导致许多参与者在其文化规范和在线群体身份的影响下寻求社会可接受的在线外观。本研究将虚拟化身选择模型的双重一致性视角扩展到基于四一致性视角的概念框架,包括线上群体的重要性,并增加了线下文化和规范对虚拟表征的约束作用。
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Virtual Representations in 3D Learning Environments
This research explores the extent to which virtual worlds can serve as online collaborative learning environments for students by increasing social presence and engagement. 3D environments enable learning, which simulates face-to-face encounters while retaining the advantages of online learning. Students in Education departments created avatars that represented them at collaborative meetings and activities. The study examines students’ choice of Avatar appearance in relation to their own appearance and their prevailing social and cultural norms. It compares the appearance of avatars chosen by students from different countries and cultures through analysis of observations, questionnaires, and interviews. Does the user’s appearance affect his/her avatar’s appearance? Does the user’s culture affect his/her choice of avatar? Do 3D environments blur multicultural differences? Do similarities between students and their avatars contribute to their learning experience, and if so, in what way? Results indicate that although virtual 3D environments provide freedom, external contexts create powerful boundaries and expectations, leading many participants to seek a socially acceptable online appearance influenced by their cultural norms, as well as by online group identity. This study extends the dual-congruity perspectives of the Avatar Choice Model to a conceptual framework based on a quad-congruity perspective, including the importance of the online group and adding the constraining effect of offline culture and norms on virtual representations.
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