古罗马的教育经验,以评估虚拟现实对人类学习过程的影响

Paolo Boffi , Monica Clerici , Alberto Gallace , Pier Luca Lanzi
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引用次数: 0

摘要

沉浸式虚拟现实技术最近受到了极大的关注,并正在将其应用扩展到各个领域。它在教育中也有很多优势,因为它既可以通过可视化简化复杂主题的解释,也可以探索丢失或无法到达的环境。为了评估沉浸式体验对学习结果的影响,我们开发了一种教育体验,让用户可以参观古罗马圆顶,并提供有关罗马时代日常生活的信息。我们设计了一个受试者之间的数据收集,通过匿名问卷调查参与者的学习率、用户体验和网络病。我们收集了76名参与者(18-35岁)的回复,分为三种情况:沉浸式虚拟现实体验、基于幻灯片的讲座和基于2D桌面的体验。我们的研究结果表明,在学习方面,虚拟现实体验被认为比传统的2D和基于幻灯片的体验更具吸引力和效果。
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An educational experience in ancient Rome to evaluate the impact of virtual reality on human learning processes

Immersive Virtual Reality technology has recently gained significant attention and is expanding its applications to various fields. It also has many advantages in education, as it allows to both simplify the explanation of complex topics through their visualization, and explore lost or unreachable environments. To evaluate the impact of immersive experiences on learning outcomes we developed an educational experience that lets users visit an ancient Roman Domus and provides information about daily life in Roman times. We designed a between-subjects data collection to investigate learning ratio, user experience, and cybersickness of participants through anonymous questionnaires. We collected 76 responses of participants (18–35 y.o.) divided into three conditions: a Immersive Virtual Reality experience, a slide-based lecture and a 2D desktop-based experience. Our results show that the virtual reality experience is considered more engaging and as effective as more traditional 2D and slide-based experiences in terms of learning.

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