学生通过2D和3D元宇宙平台对沉浸式学习的感知。

IF 3.3 3区 教育学 Q1 EDUCATION & EDUCATIONAL RESEARCH Etr&d-Educational Technology Research and Development Pub Date : 2023-05-17 DOI:10.1007/s11423-023-10238-9
Yohan Hwang, Dongkwang Shin, Hyejin Lee
{"title":"学生通过2D和3D元宇宙平台对沉浸式学习的感知。","authors":"Yohan Hwang,&nbsp;Dongkwang Shin,&nbsp;Hyejin Lee","doi":"10.1007/s11423-023-10238-9","DOIUrl":null,"url":null,"abstract":"<p><p>The main purpose of this paper is to add empirical data to the nascent field of metaverse learning and teaching by examining factors affecting student participation and their perceived experiences of different metaverse platforms. For data collection, 57 Korean undergraduates participated in a self-administered questionnaire and a short reflective essay regarding their experiences on three metaverse platforms (ifland, Gather Town, & Frame VR). For data analysis, exploratory factor analysis was first executed to derive the underlying factors that can explain student participation in metaverse platforms. The social and interactive learning as well as individualized and behavioral learning were identified as two main contributing factors. While the three platforms had no statistical difference in terms of social presence, students' sentimentally perceived differences among them. The sentiment analysis shows that 60.00% of <i>ifland</i> users were positive, followed by 53.66% of <i>Frame VR</i> users and 51.22% of <i>Gather Town</i> users. Furthermore, the additional keyword analysis shows why students expressed the perceived experiences of each platform in a different way. Given that the success of metaverse instruction can be dependent upon whether students regard it as beneficial, such measurements of student perception on the effectiveness of learning on metaverse platforms can offer meaningful recommendations for tech-savvy educators.</p>","PeriodicalId":48170,"journal":{"name":"Etr&d-Educational Technology Research and Development","volume":null,"pages":null},"PeriodicalIF":3.3000,"publicationDate":"2023-05-17","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://www.ncbi.nlm.nih.gov/pmc/articles/PMC10191398/pdf/","citationCount":"5","resultStr":"{\"title\":\"Students' perception on immersive learning through 2D and 3D metaverse platforms.\",\"authors\":\"Yohan Hwang,&nbsp;Dongkwang Shin,&nbsp;Hyejin Lee\",\"doi\":\"10.1007/s11423-023-10238-9\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"<p><p>The main purpose of this paper is to add empirical data to the nascent field of metaverse learning and teaching by examining factors affecting student participation and their perceived experiences of different metaverse platforms. For data collection, 57 Korean undergraduates participated in a self-administered questionnaire and a short reflective essay regarding their experiences on three metaverse platforms (ifland, Gather Town, & Frame VR). For data analysis, exploratory factor analysis was first executed to derive the underlying factors that can explain student participation in metaverse platforms. The social and interactive learning as well as individualized and behavioral learning were identified as two main contributing factors. While the three platforms had no statistical difference in terms of social presence, students' sentimentally perceived differences among them. The sentiment analysis shows that 60.00% of <i>ifland</i> users were positive, followed by 53.66% of <i>Frame VR</i> users and 51.22% of <i>Gather Town</i> users. Furthermore, the additional keyword analysis shows why students expressed the perceived experiences of each platform in a different way. Given that the success of metaverse instruction can be dependent upon whether students regard it as beneficial, such measurements of student perception on the effectiveness of learning on metaverse platforms can offer meaningful recommendations for tech-savvy educators.</p>\",\"PeriodicalId\":48170,\"journal\":{\"name\":\"Etr&d-Educational Technology Research and Development\",\"volume\":null,\"pages\":null},\"PeriodicalIF\":3.3000,\"publicationDate\":\"2023-05-17\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"https://www.ncbi.nlm.nih.gov/pmc/articles/PMC10191398/pdf/\",\"citationCount\":\"5\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Etr&d-Educational Technology Research and Development\",\"FirstCategoryId\":\"95\",\"ListUrlMain\":\"https://doi.org/10.1007/s11423-023-10238-9\",\"RegionNum\":3,\"RegionCategory\":\"教育学\",\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"Q1\",\"JCRName\":\"EDUCATION & EDUCATIONAL RESEARCH\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Etr&d-Educational Technology Research and Development","FirstCategoryId":"95","ListUrlMain":"https://doi.org/10.1007/s11423-023-10238-9","RegionNum":3,"RegionCategory":"教育学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q1","JCRName":"EDUCATION & EDUCATIONAL RESEARCH","Score":null,"Total":0}
引用次数: 5

摘要

本文的主要目的是通过研究影响学生参与的因素及其对不同元宇宙平台的感知体验,为元宇宙学习和教学的新生领域添加经验数据。为了收集数据,57名韩国本科生参加了一份自我管理的问卷和一篇关于他们在三个元宇宙平台(ifland、Gather Town和Frame VR)上的经历的反思性短文。对于数据分析,首先进行了探索性因素分析,以得出可以解释学生参与元宇宙平台的潜在因素。社会学习和互动学习以及个性化学习和行为学习被确定为两个主要影响因素。虽然这三个平台在社交存在方面没有统计学差异,但学生在情感感知方面的差异。情绪分析显示,60.00%的ifland用户持积极态度,其次是53.66%的Frame VR用户和51.22%的Gather Town用户。此外,额外的关键词分析显示了为什么学生以不同的方式表达每个平台的感知体验。鉴于元宇宙教学的成功可能取决于学生是否认为它是有益的,这种对学生在元宇宙平台上学习有效性的感知的测量可以为精通技术的教育工作者提供有意义的建议。
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
Students' perception on immersive learning through 2D and 3D metaverse platforms.

The main purpose of this paper is to add empirical data to the nascent field of metaverse learning and teaching by examining factors affecting student participation and their perceived experiences of different metaverse platforms. For data collection, 57 Korean undergraduates participated in a self-administered questionnaire and a short reflective essay regarding their experiences on three metaverse platforms (ifland, Gather Town, & Frame VR). For data analysis, exploratory factor analysis was first executed to derive the underlying factors that can explain student participation in metaverse platforms. The social and interactive learning as well as individualized and behavioral learning were identified as two main contributing factors. While the three platforms had no statistical difference in terms of social presence, students' sentimentally perceived differences among them. The sentiment analysis shows that 60.00% of ifland users were positive, followed by 53.66% of Frame VR users and 51.22% of Gather Town users. Furthermore, the additional keyword analysis shows why students expressed the perceived experiences of each platform in a different way. Given that the success of metaverse instruction can be dependent upon whether students regard it as beneficial, such measurements of student perception on the effectiveness of learning on metaverse platforms can offer meaningful recommendations for tech-savvy educators.

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
Etr&d-Educational Technology Research and Development
Etr&d-Educational Technology Research and Development EDUCATION & EDUCATIONAL RESEARCH-
CiteScore
10.70
自引率
4.00%
发文量
94
期刊介绍: Educational Technology Research and Development is the only scholarly journal in the field focusing entirely on research and development in educational technology. The Research Section assigns highest priority in reviewing manuscripts to rigorous original quantitative, qualitative, or mixed methods studies on topics relating to applications of technology or instructional design in educational settings. Such contexts include K-12, higher education, and adult learning (e.g., in corporate training settings). Analytical papers that evaluate important research issues related to educational technology research and reviews of the literature on similar topics are also published. This section features well-documented articles on the practical aspects of research as well as applied theory in educational practice and provides a comprehensive source of current research information in instructional technology. The Development Section publishes research on planning, implementation, evaluation and management of a variety of instructional technologies and learning environments. Empirically based formative evaluations and theoretically based instructional design research papers are welcome, as are papers that report outcomes of innovative approaches in applying technology to instructional development. Papers for the Development section may involve a variety of research methods and should focus on one aspect of the instructional development process or more; when relevant and possible, papers should discuss the implications of instructional design decisions and provide evidence linking outcomes to those decisions. The Cultural and Regional Perspectives Section (formerly International Review) welcome s innovative research about how technologies are being used to enhance learning, instruction, and performance specific to a culture or region. Educational technology studies submitted to this section should be situated in cultural contexts that critically examine issues and ideologies prevalent in the culture or region or by individuals or groups in the culture or region. Theoretical perspectives can be broadly based and inclusive of research, such as critical race theory, cultural-historical activity theory, and cultural models. Papers published in this section include quantitative, qualitative, and mixed-methods articles and reviews drawing on relevant theories, empirical evidence, and critical analyses of the findings, implications, and conclusions within a cultural context. Educational Technology Research and Development publishes special issues on timely topics of interest to the community, in addition to regular papers.
期刊最新文献
Exploring online authentic learning environment (OnALE) for inferential statistics: its efficacy and benefits to statistics learners Transforming teachers’ self-narratives about game-based learning Learning experience design (LXD) professional competencies: an exploratory job announcement analysis Conceptual and theoretical frameworks for leveraging makerspaces to encourage and retain underrepresented populations in STEM through learning by design Design principles to develop digital innovation skills: a design-based research approach
×
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