将角色扮演游戏融入基于虚拟现实的学习方法对学生的沉浸感、自我效能感、学习动机和成绩的影响

IF 6.7 1区 教育学 Q1 EDUCATION & EDUCATIONAL RESEARCH British Journal of Educational Technology Pub Date : 2024-01-25 DOI:10.1111/bjet.13436
Chih-Hung Chen, Jia-Yu Syu
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引用次数: 0

摘要

虚拟情境在帮助学生学习方面发挥着至关重要的作用。研究人员已经利用沉浸式虚拟现实(VR)的潜力,让学生置身于无法到达的地方,并让他们参与学习活动。与此同时,先前的一些研究报告指出,在基于 VR 的学习情境中,由于缺乏明确的目标和解决问题的情景,学生的沉浸感和学习动机可能较低。另一方面,基于数字游戏的学习能够提高学生对任务的参与度。在本研究中,我们设计了一种将角色扮演游戏与 VR 技术相结合的学习方法(即 RPG-VR),以增强学生的科学学习。此外,我们还进行了一项准实验,分别为实验组和对照组提供 RPG-VR 学习方法和传统 VR(称为 C-VR)学习方法,以评估学生的学习效果。实验结果表明,与 C-VR 学习方法相比,RPG-VR 学习方法显著提高了学生的沉浸感、自我效能感和外在学习动机。具体而言,使用 RPG-VR 学习方法的学生在参与阶段和完全沉浸阶段的沉浸感更强。这项研究提供了一个数字角色扮演游戏可以强化基于 VR 的学习环境的主要特征,并提高学生对学习任务的专注度,从而为现有的 VR 技术知识做出了贡献。然而,在促进学生的学习成绩方面,两组学生之间没有发现明显的差异,这意味着需要更多的教学辅助来提高学生在基于 VR 的学习环境中的知识收获。
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Effects of integrating a role-playing game into a virtual reality-based learning approach on students' perceptions of immersion, self-efficacy, learning motivation and achievements

Virtual contexts play a crucial role in assisting students' learning. Researchers have taken advantage of the potential of immersive virtual reality (VR) for situating students in inaccessible places, and for engaging them in learning activities. Meanwhile, several previous studies have reported that, in VR-based learning contexts, students' perception of immersion and learning motivation could be low owing to the lack of clear objectives and problem-solving scenarios. On the other hand, digital game-based learning is capable of enhancing students' engagement in a task. In this study, we designed a learning approach (namely RPG-VR) by means of integrating a role-playing game with VR technology to enhance students' science learning. Furthermore, a quasi-experiment was conducted to evaluate the students' learning effectiveness via, respectively, providing the RPG-VR learning approach and the conventional VR (called C-VR) learning approach for the experimental and control groups. The experimental results indicated that this approach significantly enhanced the students' perceptions of immersion, self-efficacy and extrinsic learning motivation, in comparison with the C-VR learning approach. Specifically, students who learned with the RPG-VR learning approach perceived more immersion in the engagement and the total immersion stages. This study contributes to existing knowledge of VR technology by providing that a digital role-playing game could reinforce the main characteristics of VR-based learning environments and enhance students' concentration on a learning task. However, no significant difference was found between the two groups in terms of promoting students' learning achievements, implying that more instructional assistance is needed to improve students' knowledge gains in VR-based learning environments.

Practitioner notes

What is already known about this topic

  • Virtual contexts play a crucial role in promoting students' learning performances.
  • Virtual reality has been adopted for situating students in inaccessible places to promote their learning.
  • A DGBL context provides students with opportunities for learning that emphasize immersion in practice, resulting in concept acquisition and skill development.

What this paper adds

  • An RPG-VR learning approach was designed by means of integrating a role-playing game with VR technology to enhance students' science learning.
  • A virtual reality learning system with a role-playing game was developed based on the proposed approach.
  • This approach significantly enhanced the students' perceptions of self-efficacy, extrinsic learning motivation and immersion, especially in the engagement and the total immersion stages.
  • A digital role-playing game could reinforce the main characteristics of VR-based learning environments.

Implications for practice and/or policy

  • The RPG-VR learning approach could be a notable reference for further research on VR-based learning environments.
  • More instructional assistance is needed to improve students' knowledge gains in VR-based learning environments.
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来源期刊
British Journal of Educational Technology
British Journal of Educational Technology EDUCATION & EDUCATIONAL RESEARCH-
CiteScore
15.60
自引率
4.50%
发文量
111
期刊介绍: BJET is a primary source for academics and professionals in the fields of digital educational and training technology throughout the world. The Journal is published by Wiley on behalf of The British Educational Research Association (BERA). It publishes theoretical perspectives, methodological developments and high quality empirical research that demonstrate whether and how applications of instructional/educational technology systems, networks, tools and resources lead to improvements in formal and non-formal education at all levels, from early years through to higher, technical and vocational education, professional development and corporate training.
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