探索基于用户自我效能感和动机的混合现实

IF 1.9 Q2 EDUCATION & EDUCATIONAL RESEARCH Research in Learning Technology Pub Date : 2020-02-21 DOI:10.25304/rlt.v28.2331
Kathy Essmiller, Tutaleni I. Asino, Ayodeji Ibukun, Frances M. Alvarado-Albertorio, Sarinporn Chaivisit, Thanh Do, Younglong Kim
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引用次数: 5

摘要

本研究解决了如何利用虚拟现实促进教学和实践的问题,以减轻与使用简单程序性任务相关的认知负荷的有害影响。该研究收集了来自美国南部一所大学的63名18岁及以上大学生的数据。每个研究参与者都完成了一份由22个问题组成的问卷,使用7分李克特量表。结果表明,动机和自我效能感在三个选择的活动中没有显著差异:roboaid, Tutorial和Freeplay。通过使用混合现实进行有意义的学习的机会是诱人的;通过重新分配认知负荷来探索这些学习机会的促进是有价值的。本文是由Thom Cochrane, James Birt, Helen Farley, Vickel Narayan和Fiona Smart编辑的移动混合现实增强学习特别集合的一部分。更多文章可以在这里找到。
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Exploring mixed reality based on self-efficacy and motivation of users
This study addresses the question of how to facilitate instruction and practice with virtual reality to mitigate the detrimental impact of cognitive load associated with use in simple procedural tasks. The study collected data from 63 college students aged 18 years and above from a university in the southern part of the USA. Each study participant completed a questionnaire that consisted of 22 questions using a seven-point Likert scale. The results show that there are no significant differences between motivation and self-efficacy as it relates to three selected activities: Roboraid, Tutorial and Freeplay. The opportunity for meaningful learning through the use of the mixed reality is enticing; there is value in exploring facilitation of these learning opportunities through redistribution of cognitive load. This article is part of the special collection Mobile Mixed Reality Enhanced Learning edited by Thom Cochrane, James Birt, Helen Farley, Vickel Narayan and Fiona Smart. More articles from this collection can be found here.
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来源期刊
Research in Learning Technology
Research in Learning Technology EDUCATION & EDUCATIONAL RESEARCH-
CiteScore
6.50
自引率
0.00%
发文量
13
审稿时长
20 weeks
期刊最新文献
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