沉浸式虚拟现实中小学生对笛卡尔平面坐标多感官严肃游戏的反应

IF 4.2 2区 心理学 Q1 PSYCHOLOGY, SOCIAL Cyberpsychology, behavior and social networking Pub Date : 2023-08-01 DOI:10.1089/cyber.2022.0209
Luigi F Cuturi, Sarah Cooney, Giulia Cappagli, Fiona N Newell, Monica Gori
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引用次数: 0

摘要

笛卡尔坐标系是数学和科学的一个基本概念,对小学的教学提出了挑战。学习笛卡尔坐标系统有可能通过数字空间关联来促进数字认知,以及核心几何概念,包括等距变换、对称和形状感知。沉浸式虚拟现实(VR)通过全身的感觉运动互动,促进了数学教学和学习的具体形式,与“真实世界”的课堂活动相比,它提供了学习笛卡尔坐标系的平台。我们的目标是验证笛卡尔花园,这是一款严肃的游戏,旨在提供一个具有教育意义的强大但引人入胜的工具,在多感官VR环境中教授这些初级数学概念。在游戏中,孩子们探索一个笛卡尔花园,也就是一片花田,其中每朵花都对应于x和y坐标。具体来说,我们测试了在空间上探索数字是否代表了独立于VR使用的空间和数字技能的提高。儿童(n = 49;将7 ~ 11岁儿童分为实验组和同龄对照组。实验组探索笛卡尔花园,采摘目标坐标对应的花朵;对照组玩一个与笛卡尔坐标无关的VR游戏。为了量化潜在的改进,在训练前后对儿童进行了感性测试,调查数轴和空间思维。结果表明,根据测试的概念,特别是数轴,不同年龄的人会有不同程度的改善。本研究为笛卡儿花园游戏的成功使用提供了指导,对特定年龄组有益。
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Primary Schoolers' Response to a Multisensory Serious Game on Cartesian Plane Coordinates in Immersive Virtual Reality.

The Cartesian coordinate system is a fundamental concept for mathematics and science and poses a teaching challenge at primary school level. Learning the Cartesian coordinate system has the potential to promote numerical cognition through number-space associations, as well as core geometric concepts, including isometric transformations, symmetry, and shape perception. Immersive virtual reality (VR) facilitates embodied forms of teaching and learning mathematics through whole-body sensorimotor interaction and offers benefits as a platform to learn the Cartesian coordinate system compared with "real world" classroom activities. Our goal was to validate the Cartesian-Garden, a serious game designed to provide an educationally robust but engaging vehicle to teach these concepts in primary-level mathematics in a multisensory VR environment. In the game, the child explores a Cartesian-Garden, that is, a field of flowers in which each flower corresponds to x and y coordinates. Specifically, we tested whether exploring numbers spatially represented improved spatial and numerical skills independently from the use of VR. Children (n = 49; age 7-11 years old) were divided into experimental and age-matched control groups. The experimental group explored the Cartesian-Garden and picked flowers corresponding to target coordinates; the control group played a VR game unrelated to Cartesian coordinates. To quantify potential improvements, children were tested before and after training with perceptual tests investigating number line and spatial thinking. The results point toward differential age-related improvements depending on the tested concept, especially for the number line. This study provides the guidelines for the successful use of the Cartesian-Garden game, beneficial for specific age groups.

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来源期刊
CiteScore
9.60
自引率
3.00%
发文量
123
期刊介绍: Cyberpsychology, Behavior, and Social Networking is a leading peer-reviewed journal that is recognized for its authoritative research on the social, behavioral, and psychological impacts of contemporary social networking practices. The journal covers a wide range of platforms, including Twitter, Facebook, internet gaming, and e-commerce, and examines how these digital environments shape human interaction and societal norms. For over two decades, this journal has been a pioneering voice in the exploration of social networking and virtual reality, establishing itself as an indispensable resource for professionals and academics in the field. It is particularly celebrated for its swift dissemination of findings through rapid communication articles, alongside comprehensive, in-depth studies that delve into the multifaceted effects of interactive technologies on both individual behavior and broader societal trends. The journal's scope encompasses the full spectrum of impacts—highlighting not only the potential benefits but also the challenges that arise as a result of these technologies. By providing a platform for rigorous research and critical discussions, it fosters a deeper understanding of the complex interplay between technology and human behavior.
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