将沉浸式虚拟现实技术融入支架式游戏学习,提高低学习动机学生的多模态科学学习能力

Ai-Chu Elisha Ding, Kuo-Ting Tim Huang, Jessica DuBois, Huali Fu
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摘要

中学生在掌握科学概念和应用基于内容的知识方面仍然很吃力。结合创新技术和使用游戏式学习(GBL)的教学设计可能是提高学生掌握科学知识的关键。本研究采用混合方法设计,考察了使用虚拟现实(VR)游戏组件的支架式游戏学习(GBL)科学单元的效果。VR 游戏侧重于科学方法、实验室安全和设备,并有目的地嵌入了教学支架,以支持不同学习者的需求。这项准实验研究(前后测试设计)调查了不同动机水平的学生群体在两种不同游戏模式(沉浸式和非沉浸式)下对目标科学知识的掌握情况。采用混合方法嵌入式设计,首先分析定量数据(学生的前后测试),然后分析定性数据(课堂视频观察和学生焦点小组)。统计分析显示:(1) 在支架式 GBL 学习设计中,学生在目标科学知识的后测中表现出了整体提高;(2) 使用沉浸式 VR 模式的学生比使用非沉浸式桌面游戏的学生在目标科学知识方面有了更大的提高;(3) 内在动机低的学生在沉浸式 VR 中的表现比桌面版更好。对定性数据的进一步研究发现,GBL课程活动和支架也可能通过游戏体验后的反思和讨论促进了学生的科学学习。反复的多模态学习机会和通过全身运动进行学习的机会,也被认为是沉浸式 VR 组优于非沉浸式组的潜在原因。
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Integrating immersive virtual reality technology in scaffolded game-based learning to enhance low motivation students’ multimodal science learning

Secondary science students still struggle to master scientific concepts and apply content-based knowledge. The instructional design behind the incorporation of innovative technology and the use of game-based learning (GBL) could be a key to increasing student acquisition of science knowledge. Using a mixed methods design, this study examined the effects of a scaffolded Game-based Learning (GBL) science unit using a virtual reality (VR) game component. The VR game focused on the scientific method, lab safety, and equipment, and purposefully embedded instructional scaffolds to support the needs of diverse learners. The quasi-experimental study (pre- and post-test design) investigated the acquisition of targeted science knowledge with student groups of differing motivation levels and under two different game modes (immersive and non-immersive). With a mixed methods embedded design, quantitative data (student pre- and post-tests) was analyzed first followed by qualitative data (classroom video observations and student focus groups). Statistical analysis revealed: (1) students demonstrate an overall improvement on the post-test of targeted science knowledge in a scaffolded GBL learning design, (2) students using the immersive VR mode showed greater improvement in targeted science knowledge than students using the non-immersive desktop game, and (3) students with low intrinsic motivation performed better in the immersive VR than the desktop version. Further examination of qualitative data uncovered the GBL curricular activities and scaffolds may have also contributed to students’ science learning gains through reflection and discussion after gameplay experiences. The repeated multimodal learning opportunities and the opportunities to learn through whole-body movements were also found to be the potential reasons why the immersive VR group outperformed the non-immersive group.

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