评估虚拟现实在教育中的应用:数字文化遗产的建议

IF 2.1 3区 计算机科学 Q3 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS ACM Journal on Computing and Cultural Heritage Pub Date : 2023-06-24 DOI:https://dl.acm.org/doi/10.1145/3593432
Marina Paolanti, Mariapaola Puggioni, Emanuele Frontoni, Lorella Giannandrea, Roberto Pierdicca
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引用次数: 0

摘要

移动虚拟现实(VR)应用的激增越来越受到研究人员和实践者的关注。最近的文献证明了它在用于教育目的时的好处,因为虚拟沉浸式学习产生了有希望的结果。利用这一趋势,在所谓的“数字教学”中,衡量VR在教学领域的有效性的需求变得至关重要;到目前为止,一种将传统的评估策略与基于虚拟现实的新型学习联系起来的方法仍然广泛缺失。本文探讨了数字化文化遗产学习成果的量化问题,提出了一种新的数字化文化遗产学习教学评价方法。这项研究是在一所高等教育机构进行的,根据修订后的布鲁姆分类法(RBT),提出了三个新的关键绩效指标:助记(M)、横向(T)和纪律(D)。一份调查问卷由同一名教授该课程的教师管理,以评估应用程序传达信息的程度。参与者被分成两组,拥有相同的知识基础。第一组(1ACAT)代表了“VR组”,他们在家里使用这款应用来加深他们的学科学习;而代表“对照组”的第二组(1AGR)只在测试前咨询和研究了应用程序。结果表明,“控制组”有更大的能力支持纯助记主题(1ACAT 46.9%, 1AGR 53.1%),如日期和简单定义。“VR组”所达到的技能证明了横向(1ACAT 52.9%, 1AGR 47.1%)和学科(1ACAT 52.5%, 1AGR 47.5%)知识。这些结果验证了VR在教学中的应用,既展示了体验价值,也展示了学生的参与性,但与教师在引导学习者学习方面不可替代的作用相比,甚至证实了VR的补偿功能。
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Evaluating Learning Outcomes of Virtual Reality Applications in Education: A Proposal for Digital Cultural Heritage

The surge of Mobile Virtual Reality (VR) applications is getting growing attention among researchers and practitioners. The recent literature demonstrates its benefits when used for education purposes, since virtual immersion yields promising results for learning. Leveraging this trend, within the so called “digital didactics”, the need to gauge VR’s effectiveness in the didactic field has become paramount; so far, a method to connect traditional evaluation strategies to novel VR-based learning is still broadly missing. This paper investigates the problem of quantifying the learning outcomes and proposes a new didactic evaluation method for the Digital Cultural Heritage (DCH) learning. This research, conducted in a higher education institute, proposes three new Key Performance Indicators, referring to Revised Bloom’s Taxonomy (RBT): Mnemonic (M), Transversal (T), and Disciplinary (D). A questionnaire was administered by the same teacher who holds the course, to evaluate how well the application communicated information. The participants have been subdivided into two groups with the same knowledge base. The first group (1ACAT) that represents the “VR group” used the app at home to deepen their subject studies; while the second group (1AGR) that represents the “control group” consulted and studied the app only before the test. The results have demonstrated that the “control group” has a greater ability to support purely mnemonic topics (1ACAT 46.9%, 1AGR 53.1%), such as dates and simple definitions. The skills reached by the “VR group” attest to both transveral (1ACAT 52.9%, 1AGR 47.1%) and disciplinary (1ACAT 52.5%, 1AGR 47.5%) knowledge. These results validate the use of VR in teaching, demonstrating both experiential value and student involvement, but even confirming the compensatory function of VR if compared with the irreplaceable role of teachers in guiding learners to learn.

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来源期刊
ACM Journal on Computing and Cultural Heritage
ACM Journal on Computing and Cultural Heritage Arts and Humanities-Conservation
CiteScore
4.60
自引率
8.30%
发文量
90
期刊介绍: ACM Journal on Computing and Cultural Heritage (JOCCH) publishes papers of significant and lasting value in all areas relating to the use of information and communication technologies (ICT) in support of Cultural Heritage. The journal encourages the submission of manuscripts that demonstrate innovative use of technology for the discovery, analysis, interpretation and presentation of cultural material, as well as manuscripts that illustrate applications in the Cultural Heritage sector that challenge the computational technologies and suggest new research opportunities in computer science.
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