用于教师课堂气氛管理培训的虚拟现实平台:评估用户接受度

IF 4.4 3区 计算机科学 Q1 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS Virtual Reality Pub Date : 2024-03-16 DOI:10.1007/s10055-024-00973-6
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引用次数: 0

摘要

摘要 通过沉浸式虚拟现实技术(IVR)增强教育体验是一条大有可为的途径,可以提高模拟的真实性和响应速度。特别是在教育环境中,IVR 具有增强学习的可及性和参与性的潜力。然而,评估学习者对这种环境的接受程度是确保这些技术得到最佳和有效利用的一个关键环节。本文深入探讨了 Didascalia 虚拟教室可用性测试--一种专为职前中学教师量身定制的沉浸式 IVR 环境。该平台将用户带入模拟教室,邀请他们扮演教师角色。在模拟过程中,会重现三个场景,再现真实课堂中常见的干扰行为。84 名参与者(28 名教师和 56 名职前教师)参与决策,以管理受模拟情景影响的课堂气氛。为了收集数据,我们使用了一份基于技术接受模型(TAM)的调查问卷,以评估和衡量用户对接受相关技术的倾向和态度。为了深入了解用户体验,我们还邀请参与者参加半结构化访谈,就潜在的改进措施提出反思和建议。评估过程涵盖了对 Didascalia 虚拟教室的实用性的认知,揭示了促进或阻碍采用该平台提高课堂管理能力的因素。参与者的观点为完善该工具的功能奠定了宝贵的基础,他们的反馈意见为将该工具无缝整合到初始教师培训项目中提供了更多建议。
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Virtual reality platform for teacher training on classroom climate management: evaluating user acceptance

Abstract

Enhancing the educational experience through Immersive Virtual Reality (IVR) is a promising avenue, elevating the authenticity and responsiveness of simulations. Particularly in educational settings, IVR holds the potential to augment accessibility and engagement in learning. However, one pivotal aspect lies in assessing the learners' acceptance of such environments to ensure optimal and effective utilization of these technologies. This paper delves into the Didascalia Virtual-ClassRoom usability testing —an immersive IVR environment tailored for pre-service secondary school teachers. The platform transports users into a simulated classroom, where they are invited to play the role of a teacher. During the simulation, three scenarios are recreated, reproducing disruptive behaviours commonly faced in real classrooms. 84 participants (28 teachers and 56 pre-service teachers) engaged in decision-making to manage the classroom climate influenced by the simulated situations. To collect data, we used a questionnaire based on the Technology Acceptance Model (TAM) to assess and gauge users' inclinations and attitudes towards embracing the technology in question. To gain deeper insights into the user experience, participants were further invited to participate in semi-structured interviews, offering reflections and suggestions for potential enhancements. The evaluation process encompassed the perceived usefulness of the Didascalia Virtual-ClassRoom, shedding light on factors that could either facilitate or impede the adoption of this platform to enhance classroom management competence. The participants' perspectives serve as a valuable foundation for refining the tool's functionality, and their feedback fuels recommendations for its seamless integration into initial teacher training programs.

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来源期刊
Virtual Reality
Virtual Reality COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS-COMPUTER SCIENCE, SOFTWARE ENGINEERING
CiteScore
8.30
自引率
14.30%
发文量
95
审稿时长
>12 weeks
期刊介绍: The journal, established in 1995, publishes original research in Virtual Reality, Augmented and Mixed Reality that shapes and informs the community. The multidisciplinary nature of the field means that submissions are welcomed on a wide range of topics including, but not limited to: Original research studies of Virtual Reality, Augmented Reality, Mixed Reality and real-time visualization applications Development and evaluation of systems, tools, techniques and software that advance the field, including: Display technologies, including Head Mounted Displays, simulators and immersive displays Haptic technologies, including novel devices, interaction and rendering Interaction management, including gesture control, eye gaze, biosensors and wearables Tracking technologies VR/AR/MR in medicine, including training, surgical simulation, rehabilitation, and tissue/organ modelling. Impactful and original applications and studies of VR/AR/MR’s utility in areas such as manufacturing, business, telecommunications, arts, education, design, entertainment and defence Research demonstrating new techniques and approaches to designing, building and evaluating virtual and augmented reality systems Original research studies assessing the social, ethical, data or legal aspects of VR/AR/MR.
期刊最新文献
Virtual reality: towards a better prediction of full body illusion — a mediation model for healthy young women Publisher Correction: Cybersickness with passenger VR in the aircraft: influence of turbulence and VR content Using in situ research-based design to explore learning module effectiveness and usability in a virtual reality system for workforce training The use of CNNs in VR/AR/MR/XR: a systematic literature review Exploring the user’s gaze during product evaluation through the semantic differential: a comparison between virtual reality and photorealistic images
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