沉浸式虚拟现实在课堂上的应用:元分析

IF 1 Q3 EDUCATION & EDUCATIONAL RESEARCH Research in Education and Learning Innovation Archives-REALIA Pub Date : 2022-07-15 DOI:10.7203/realia.29.21488
Jacobo Roda-Segarra, Santiago Mengual-Andrés, Rosabel Martinez-Roig
{"title":"沉浸式虚拟现实在课堂上的应用:元分析","authors":"Jacobo Roda-Segarra, Santiago Mengual-Andrés, Rosabel Martinez-Roig","doi":"10.7203/realia.29.21488","DOIUrl":null,"url":null,"abstract":"Although the first designs of devices for accessing computer-generated virtual worlds date back over half a century, two factors needed to come together to create the explosion of Virtual- Reality-related projects we have seen in recent years. The first was the progressive increase in the computing power of general-purpose computers. The second was the reduction in the cost of de- vices needed to access this technology. In this paper we conduct a meta-analysis of 15 educational projects that employed Immersive Virtual Reality technology in the classroom between 2015 and 2020. For this analysis we examined variables such as the projects’ objectives, the educational sta- ges and courses in which they were used, their subject matter, and the software and type of devices employed. Our results show that most of these projects were conducted in 2020 and that the aims of the projects were to develop students’ interest in a field of knowledge or to analyse their effective- ness in enabling students’ acquisition of concepts. We also found that secondary education was the educational stage at which most initiatives were developed and that low-cost devices such as Google Cardboard were mainly used. However, this homogeneity in hardware was not reciprocated when it came to software, which was much more fragmented. The latter result highlights the difficulties teachers may have when selecting suitable tools for initiatives involving Immersive Virtual Reality","PeriodicalId":40166,"journal":{"name":"Research in Education and Learning Innovation Archives-REALIA","volume":null,"pages":null},"PeriodicalIF":1.0000,"publicationDate":"2022-07-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"1","resultStr":"{\"title\":\"El uso de la Realidad Virtual Inmersiva en las aulas: un meta-análisis\",\"authors\":\"Jacobo Roda-Segarra, Santiago Mengual-Andrés, Rosabel Martinez-Roig\",\"doi\":\"10.7203/realia.29.21488\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"Although the first designs of devices for accessing computer-generated virtual worlds date back over half a century, two factors needed to come together to create the explosion of Virtual- Reality-related projects we have seen in recent years. The first was the progressive increase in the computing power of general-purpose computers. The second was the reduction in the cost of de- vices needed to access this technology. In this paper we conduct a meta-analysis of 15 educational projects that employed Immersive Virtual Reality technology in the classroom between 2015 and 2020. For this analysis we examined variables such as the projects’ objectives, the educational sta- ges and courses in which they were used, their subject matter, and the software and type of devices employed. Our results show that most of these projects were conducted in 2020 and that the aims of the projects were to develop students’ interest in a field of knowledge or to analyse their effective- ness in enabling students’ acquisition of concepts. We also found that secondary education was the educational stage at which most initiatives were developed and that low-cost devices such as Google Cardboard were mainly used. However, this homogeneity in hardware was not reciprocated when it came to software, which was much more fragmented. The latter result highlights the difficulties teachers may have when selecting suitable tools for initiatives involving Immersive Virtual Reality\",\"PeriodicalId\":40166,\"journal\":{\"name\":\"Research in Education and Learning Innovation Archives-REALIA\",\"volume\":null,\"pages\":null},\"PeriodicalIF\":1.0000,\"publicationDate\":\"2022-07-15\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"1\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Research in Education and Learning Innovation Archives-REALIA\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.7203/realia.29.21488\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"Q3\",\"JCRName\":\"EDUCATION & EDUCATIONAL RESEARCH\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Research in Education and Learning Innovation Archives-REALIA","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.7203/realia.29.21488","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q3","JCRName":"EDUCATION & EDUCATIONAL RESEARCH","Score":null,"Total":0}
引用次数: 1

摘要

尽管用于访问计算机生成的虚拟世界的设备的最初设计可以追溯到半个多世纪前,但需要两个因素结合起来,才能创造出近年来我们所看到的虚拟现实相关项目的爆炸式增长。第一个是通用计算机计算能力的逐步提高。第二是降低了获得这项技术所需的设备成本。在本文中,我们对2015年至2020年间在课堂上使用沉浸式虚拟现实技术的15个教育项目进行了荟萃分析。在这项分析中,我们检查了变量,如项目的目标、使用它们的教育方法和课程、它们的主题以及使用的软件和设备类型。我们的研究结果表明,这些项目大多在2020年进行,项目的目的是培养学生对某一知识领域的兴趣,或分析他们在帮助学生获得概念方面的有效性。我们还发现,中等教育是制定大多数举措的教育阶段,主要使用谷歌纸板等低成本设备。然而,当涉及到更加分散的软件时,硬件的这种同质性并没有得到回报。后一个结果突出了教师在为涉及沉浸式虚拟现实的举措选择合适的工具时可能遇到的困难
本文章由计算机程序翻译,如有差异,请以英文原文为准。
查看原文
分享 分享
微信好友 朋友圈 QQ好友 复制链接
本刊更多论文
El uso de la Realidad Virtual Inmersiva en las aulas: un meta-análisis
Although the first designs of devices for accessing computer-generated virtual worlds date back over half a century, two factors needed to come together to create the explosion of Virtual- Reality-related projects we have seen in recent years. The first was the progressive increase in the computing power of general-purpose computers. The second was the reduction in the cost of de- vices needed to access this technology. In this paper we conduct a meta-analysis of 15 educational projects that employed Immersive Virtual Reality technology in the classroom between 2015 and 2020. For this analysis we examined variables such as the projects’ objectives, the educational sta- ges and courses in which they were used, their subject matter, and the software and type of devices employed. Our results show that most of these projects were conducted in 2020 and that the aims of the projects were to develop students’ interest in a field of knowledge or to analyse their effective- ness in enabling students’ acquisition of concepts. We also found that secondary education was the educational stage at which most initiatives were developed and that low-cost devices such as Google Cardboard were mainly used. However, this homogeneity in hardware was not reciprocated when it came to software, which was much more fragmented. The latter result highlights the difficulties teachers may have when selecting suitable tools for initiatives involving Immersive Virtual Reality
求助全文
通过发布文献求助,成功后即可免费获取论文全文。 去求助
来源期刊
自引率
16.70%
发文量
15
审稿时长
16 weeks
期刊最新文献
Reducing Underachievement and Promoting Critical Thinking Skills in Computer Studies Through a Culturally Sensitive Instructional Method El tratamiento de las lenguas adicionales en el Proyecto Lingüístico de Centro: TILC y AICLE a revisión en el contexto valenciano Learner analytics: Hindsight evaluation at course-level Exploring the Positive Experiences of Senior High School Teachers in Teaching the Sports Track during the K-12 Transition Years in Southern Philippines Implicación y afectividad en el ejercicio profesional del Trabajo Social y la Educación Social
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
现在去查看 取消
×
提示
确定
0
微信
客服QQ
Book学术公众号 扫码关注我们
反馈
×
意见反馈
请填写您的意见或建议
请填写您的手机或邮箱
已复制链接
已复制链接
快去分享给好友吧!
我知道了
×
扫码分享
扫码分享
Book学术官方微信
Book学术文献互助
Book学术文献互助群
群 号:481959085
Book学术
文献互助 智能选刊 最新文献 互助须知 联系我们:info@booksci.cn
Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。
Copyright © 2023 Book学术 All rights reserved.
ghs 京公网安备 11010802042870号 京ICP备2023020795号-1