沉浸式虚拟现实探险小游戏的形成性评价促进计算思维

Amos Sunday Oyelere , Friday Joseph Agbo , Solomon Sunday Oyelere
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摘要

最近,虚拟现实技术在推进教育方面显示出了巨大的潜力,为构建21世纪的教学体验带来了许多教学效益。本研究对沉浸式VR探险应用程序进行了形成性评估,目的是了解用户的学习过程,以及该应用程序如何促进高等教育学生的计算思维技能。随机选择6名参与者进行评估。采用了由定量和定性方法组成的混合研究方法。该研究定量分析了用户在游戏中的得分,以了解干预措施如何支持计算思维技能。参与者还接受了采访,在玩完迷你游戏后收集数据,以调查用户的体验。该研究展示了玩家在游戏过程中自动评估的计算思维能力。此外,本研究使用归纳内容分析来展示用户对原型VR迷你游戏的反应。定性研究结果表明,用户发现VR迷你游戏具有互动性和沉浸感,这为培养学习者的计算思维技能提供了机会。定量分析表明,学生的计算思维能力可以通过持续玩迷你游戏来提高。此外,虚拟现实游戏的探险方面激发了学习者的好奇心,从而维持了他们的学习进度。此外,用户获得了新的知识,并发现迷你游戏具有教育意义。然而,根据用户的看法,VR迷你游戏的几个方面需要改进。这项研究有助于了解虚拟现实在教育研究中的可供性,并提供了可以影响未来研究的相关见解,例如,最近在教育中大肆宣传的元宇宙。
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Formative evaluation of immersive virtual reality expedition mini-games to facilitate computational thinking

Recently, virtual reality (VR) technology has shown great potential in advancing education with many pedagogical benefits for building the 21st-century teaching and learning experience. This study conducted a formative evaluation of an immersive VR expedition application with the aim of understanding users' learning processes and how the application facilitates higher education students' computational thinking skills. Six participants were randomly selected to conduct this evaluation. A mixed research approach consisting of quantitative and qualitative methods was employed. The study quantitatively analyzed users' scores from gameplay to understand how the intervention supported computational thinking skills. Participants were also interviewed to collect data after playing the mini-games to investigate users' experiences. The study showcases players' computational thinking competency, assessed automatically during gameplay. Further, this study used inductive content analysis to demonstrate users' reactions to prototyped VR mini-games. The qualitative findings suggest that users found the VR mini-games interactive and immersive, which provided an opportunity to foster learners' computational thinking skills. The quantitative analysis revealed that student's computational thinking competency can be enhanced through consistent playing of the mini-games. Moreover, the expedition aspect of the VR game stimulated learners' curiosity, which sustained their learning progress. Furthermore, users gained new knowledge and found the mini-games educative. Nevertheless, several aspects of the VR mini-games need improvements, according to users' perceptions. This study contributes to the knowledge in terms of the affordances of VR in education research and provides relevant insights that can shape future studies, for example, the recent hype of metaverse in education.

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