打破不良行为:利用虚拟现实学习课堂管理的新工具

Q1 Computer Science Frontiers in ICT Pub Date : 2016-11-01 DOI:10.3389/fict.2016.00026
Jean-Luc Lugrin, Marc Erich Latoschik, Michael Habel, D. Roth, Christian Seufert, Silke Grafe
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引用次数: 76

摘要

本文介绍了一个沉浸式虚拟现实(VR)系统,用于培训课堂管理技能,特别侧重于学习如何在面对面、一对多的教学场景中管理破坏性的学生行为。该系统的核心是一个教室的实时三维虚拟模拟,由24名半自主的虚拟学生组成。该系统被设计为中小学教师教学大纲中课堂管理研讨会的配套工具。因此,它将允许讲师使用VR媒介将理论与实践联系起来。因此,该系统是为两个用户设计的:一名实习教师和一名监督培训课程的教员。通过头戴式显示器和耳机,教师沉浸在教室的实时3D模拟中。教师操作图形桌面控制台,呈现班级和教师的视图,教师的化身动作由无标记跟踪系统捕获。这个控制台包括一个2D图形菜单,方便的行为和反馈控制机制,以提供人工指导的培训课程。该系统采用低成本的消费级硬件和软件。详细介绍了系统的体系结构和技术设计。第一次评估确认其符合关键的可用性需求(即安全性和舒适性、可靠性、简单性、可接受性、可扩展性、可负担性和可移动性)。我们的初步结果是有希望的,并构成了必要的第一步,可能调查这种系统在学习成果和经验方面的效率和有效性。
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Breaking Bad Behaviors: A New Tool for Learning Classroom Management Using Virtual Reality
This article presents an immersive Virtual Reality (VR) system for training classroom management skills, with a specific focus on learning to manage disruptive student behaviour in face-to-face, one-to-many teaching scenarios. The core of the system is a real-time 3D virtual simulation of a classroom, populated by twenty-four semi-autonomous virtual students. The system has been designed as a companion tool for classroom management seminars in a syllabus for primary and secondary school teachers. Whereby, it will allow lecturers to link theory with practice, using the medium of VR. The system is therefore designed for two users: a trainee teacher and an instructor supervising the training session. The teacher is immersed in a real-time 3D simulation of a classroom by means of a head-mounted display and headphone. The instructor operates a graphical desktop console which renders a view of the class and the teacher, whose avatar movements are captured by a marker-less tracking system. This console includes a 2D graphics menu with convenient behaviour and feedback control mechanisms to provide human-guided training sessions. The system is built using low-cost consumer hardware and software. Its architecture and technical design are described in detail. A first evaluation confirms its conformance to critical usability requirements (i.e., safety and comfort, believability, simplicity, acceptability, extensibility, affordability and mobility). Our initial results are promising, and constitute the necessary first step toward a possible investigation of the efficiency and effectiveness of such a system in terms of learning outcomes and experience.
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Frontiers in ICT
Frontiers in ICT Computer Science-Computer Networks and Communications
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