从身体感受到共鸣:促进身体共鸣的沉浸式虚拟现实方法

IF 4.1 Q2 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS Computers and Education Open Pub Date : 2024-08-24 DOI:10.1016/j.caeo.2024.100215
Xiuli Huang , Felicitas Macgilchrist
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引用次数: 0

摘要

研究表明,虚拟现实(VR)作为一种 "移情制造机",具有引发历史移情的潜力。不同的虚拟现实技术提供不同程度的沉浸感,具有不同的教育意义。沉浸感较强的 VR 技术有望提高学习者的移情水平。然而,高度沉浸式 VR 如何在现实课堂环境中促进学习者的历史同理心尚未得到探讨。因此,本研究重点比较了两种水平的沉浸式 VR 辅助学习对中学学习者获得历史共鸣的影响。本研究共招募了 49 名学生。研究采用了准实验设计,并分析了定量和定性数据,以探讨参与者的历史知识和移情能力。定量数据显示,沉浸式虚拟现实(IVR)方法支持的学习与平板 VR 支持的学习之间没有明显差异。然而,定性分析表明,IVR 组的学生表现出了更强的 "身体共鸣"。耐人寻味的是,尽管测试并未证明学生在 IVR 支持的学习中学习得更多,但他们自我报告说,他们在 IVR 支持的学习中学习得更好。本文指出了 "身体共鸣 "与沉浸式技术水平之间的联系。
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From physical feelings to empathy: An immersive virtual reality approach to facilitate physical empathy

Studies have suggested that virtual reality (VR) as an ‘empathy-making machine’ has the potential to trigger historical empathy. Different VR technologies offer different levels of immersion with different educational implications. Higher immersive VR technology has shown promise in enhancing learners’ empathy levels. However, how highly immersive VR promotes learners’ historical empathy in real-life classroom settings has not been explored. Hence, this study focuses on comparing two levels of immersive VR-supported learning for historical empathy acquisition among secondary learners. A total of 49 students were recruited. A quasi-experimental design was employed and the quantitative and qualitative data were analyzed to explore participants’ historical knowledge and empathy. The quantitative data show no significant difference between immersive virtual reality (IVR) approach-supported learning and flatscreen VR-supported learning. However, the qualitative analysis suggests that the students from the IVR group showed stronger ‘physical empathy’. Intriguingly, even though the tests did not demonstrate that the students learned more in IVR-supported learning, they self-reported that they learned better in IVR-supported learning. The paper identifies implications for the connection between ‘physical empathy’ and the level of immersive technology.

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