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1.
This study aims to verify the learning effectiveness of a desktop virtual reality (VR)-based learning environment, and to investigate the effects of desktop VR-based learning environment on learners with different spatial abilities. The learning outcome was measured cognitively through academic performance. A quasi pretest–posttest experimental design was employed for this study. A total of 431 high school students from four randomly selected schools participated in this study where they were randomly assigned to either experimental or control groups based on intact classes. Findings indicate a significant difference in the performance achievement between the two groups with students performed better using desktop virtual reality. A possible explanation is that the desktop virtual reality instructional intervention has helped to reduce extraneous cognitive load and engages learners in active processing of instructional material to increase germane cognitive load. A significant interaction effect was found between the learning mode and spatial ability with regard to the performance achievement. Further analysis shows a significant difference in the performance of low spatial ability learners in the experimental and control groups, but no statistically significant difference in the performance of high spatial learners in both groups. The results signify that low spatial ability learners' performance, compared with high spatial ability learners, appeared to be more positively affected by the desktop VR-based learning environment which is supported by the ability-as-compensator hypothesis, and can be explained by the cognitive load theory.  相似文献   

2.
We investigated the potential of Second Life® (SL), a three‐dimensional (3‐D) virtual world, to enhance undergraduate students’ learning of a vital chemistry concept. A quasi‐experimental pre‐posttest control group design was used to conduct the study. A total of 387 participants completed three assignment activities either in SL or using two‐dimensional (2‐D) images. Students were administered an 11‐question chemistry achievement test and two measures of spatial ability (Purdue Visualization of Rotations Test, Card Rotations Test). Although analyses of covariance revealed no statistically significant differences between the two groups as a whole for any of the outcome measures, a subgroup analyses was conducted to decompose the relative impact of 3‐D virtual reality instruction within SL. We found that students classified as having poor spatial ability showed significantly greater improvement in understanding the 3‐D nature of molecules if they did relevant activities in a 3‐D virtual world than those students who only worked with 2‐D images.  相似文献   

3.
This study examined how desktop virtual reality (VR) enhances learning and not merely does desktop VR influence learning. Various relevant constructs and their measurement factors were identified to examine how desktop VR enhances learning and the fit of the hypothesized model was analyzed using structural equation modeling. The results supported the indirect effect of VR features to the learning outcomes, which was mediated by the interaction experience and the learning experience. Learning experience which was individually measured by the psychological factors, that is, presence, motivation, cognitive benefits, control and active learning, and reflective thinking took central stage in affecting the learning outcomes in the desktop VR-based learning environment. The moderating effect of student characteristics such as spatial ability and learning style was also examined. The results show instructional designers and VR software developers how to improve the learning effectiveness and further strengthen their desktop VR-based learning implementation. Through this research, an initial theoretical model of the determinants of learning effectiveness in a desktop VR-based learning environment is contributed.  相似文献   

4.
Of the five sensory channels—sight, sound, taste, smell, and touch, it is only our sense of touch that enables us to modify and manipulate the world around us. This article reports the preliminary findings of a systematic study investigating the efficacy of adding haptic feedback to a desktop virtual reality program for use in middle school science instruction. Current technology allows for the simulation of tactile and kinesthetic sensations via sophisticated haptic devices and a computer interface. This research, conducted with 80 middle school students, examined the cognitive and affective impact of this technology on students’ understandings of the structure and function of an animal cell. The results of this work offer valuable insights into the theoretical and practical considerations involved in the development and implementation of haptically augmented virtual reality instructional programs.  相似文献   

5.
虚拟实验应用日益广泛,而支持虚拟实验的相关技术成为了研究热点。分析了虚拟化学实验及其在未来虚拟现实技术上的发展趋势,综述了U-nity3D技术、增强现实技术和Kinect体感交互技术的理论基础以及在虚拟化学实验中的应用与发展,以虚拟技术融合的方法为导向,仿真化学实验的实时环境,使虚拟实验简单化、直观化。展望了虚实融合技术在虚拟实验领域的应用前景。虚实融合技术有利于推动虚拟化学实验朝智能化发展,是虚拟实验改革的一个新起点。  相似文献   

6.
Our ongoing research is focusing on identifying and taxonomising the elements and the factors that affect learner engagement with virtual worlds when hybrid virtual learning models are used. Our main hypothesis links learner engagement with interactions, both in the virtual world and in the physical classroom. In order to examine this subject, there is an elaboration on and consideration of aspects such as the learners’ prior experiences in the use of virtual worlds, their preconceptions about using them as a learning tool and the impact that the instructional designers’ choices have on enhancing the opportunities for interactions. In this paper, we examine the impact that the orientation process has on university students who study computer science and have almost no experience in the use of virtual worlds. Our findings suggest that the orientation process contributed positively to students’ smooth induction and that resulted in having meaningful and engaging interactions. Furthermore, students’ simultaneous coexistence in both environments eliminated the drawbacks of each educational approach and broadened the network of interactions.  相似文献   

7.
Virtual reality (VR) can provide useful tools for a variety of applications. However, for these tools to be effective, they must be easy to use. In virtual environments (VEs), usability is impaired by poorly designed navigation systems. Insufficient realism and missing physiological orientation and motion cues impair spatial learning in desktop VEs. Capabilities for navigation in a VE are far more varied than in reality; so much greater flexibility can be offered, but designing VEs with too many options can overwhelm users. To assist designers in building effective, usable navigation systems for VEs, navigation techniques must be evaluated to identify which features actually support users in accomplishing their tasks and which features create unnecessary problems.This study evaluates navigation in two different VEs to develop recommendations for the design of navigation systems in desktop VEs. The study consists of an objective assessment of navigation control dynamics, a guideline-based evaluation and a review of data collected during two experimental studies. The findings indicate that real-world constraints, specialised navigation techniques and feedback regarding location and direction of travel are needed to support navigation in desktop VEs.  相似文献   

8.
Virtual reality-based neuropsychological assessment has unique features that have the potential to increase the level of ecological validity of test results. Based on findings from the literature on the task difficulty of cognitive tasks embedded into virtual environments, we aimed to explore the task difficulty hypothesis of virtual reality in memory assessment. Our main objective was to test for differences or equivalences between performance on explicit and on implicit memory tasks in three learning environments: a computerized measure, a 3D desktop environment, and a 3D virtual environment. Seventy-seven healthy participants, aged between 19 and 39 years old, enrolled in the study and were randomly assigned to the learning conditions and responded to typical virtual reality measures. Outcomes of explicit and implicit memory resulted after applying Process Dissociation Procedure. One-way analysis of variance did not reveal a significant main effect of learning environment on explicit memory performance and equivalence testing showed similar performance on implicit memory across the learning conditions. In our study, both controlled and automatic memory processes were not influenced by the learning environment.  相似文献   

9.
为了提高自主学习质量,文章针对云计算和自主学习的特点设计基于虚拟桌面的自主学习系统。基于虚拟桌面的自主学习模式通过即时反馈功能,提出学习建议和操作示范,在交互学习环境中,不断提供并优化技能学习支持服务,较好的解决了学习过程中时间不连续性及环境变化的影响,较好的满足了学生的需求,并有效提高了学生的专业技能。  相似文献   

10.
The purpose of this meta-analysis is to examine overall effect as well as the impact of selected instructional design principles in the context of virtual reality technology-based instruction (i.e. games, simulation, virtual worlds) in K-12 or higher education settings. A total of 13 studies (N = 3081) in the category of games, 29 studies (N = 2553) in the category of games, and 27 studies (N = 2798) in the category of virtual worlds were meta-analyzed. The key inclusion criteria were that the study came from K-12 or higher education settings, used experimental or quasi-experimental research designs, and used a learning outcome measure to evaluate the effects of the virtual reality-based instruction.Results suggest games (FEM = 0.77; REM = 0.51), simulations (FEM = 0.38; REM = 0.41), and virtual worlds (FEM = 0.36; REM = 0.41) were effective in improving learning outcome gains. The homogeneity analysis of the effect sizes was statistically significant, indicating that the studies were different from each other. Therefore, we conducted moderator analysis using 13 variables used to code the studies. Key findings included that: games show higher learning gains than simulations and virtual worlds. For simulation studies, elaborate explanation type feedback is more suitable for declarative tasks whereas knowledge of correct response is more appropriate for procedural tasks. Students performance is enhanced when they conduct the game play individually than in a group. In addition, we found an inverse relationship between number of treatment sessions learning gains for games.With regards to the virtual world, we found that if students were repeatedly measured it deteriorates their learning outcome gains. We discuss results to highlight the importance of considering instructional design principles when designing virtual reality-based instruction.  相似文献   

11.
Desktop virtual reality is an emerging educational technology that offers many potential benefits for learners in online learning contexts; however, a limited body of research is available that connects current multimedia learning techniques with these new forms of media. Because most formal online learning is delivered using learning management systems, it is important to consider how to best integrate the visually complex and highly concrete desktop virtual reality into more text-driven and abstract environments such as those found in learning managements systems. This review of literature examines recent signaling literature within the context of multimedia learning and hypermedia learning. Signaling is a technique that involves using cues to emphasize important information in materials (Mayer, 2009, pp. 108–117). The analysis concluded that the depth and breadth of signaling literature is severely lacking. While certain related bodies of literature can be used to inform signaling research in desktop virtual reality and online learning management systems, no studies were found that directly address these topics. This article makes several important contributions to the body of signaling literature. First, based on what is known through literature, this article is a first attempt at examining signaling as a technique for integrating desktop virtual reality with online learning management systems. Second, this analysis resolves an important gap in literature by differentiating between signaling and cueing. Third, this article provides a survey of recent signaling-related literature and identifies specific areas that inform future work with desktop virtual reality delivered using online learning management systems. Finally, a taxonomy for classifying multimedia and hypermedia is presented as a tool for more effectively describing interventions used in signaling research.  相似文献   

12.
By comparing two-dimensional (2D) chemical animations designed for computer’s desktop with three-dimensional (3D) chemical animations designed for the full immersive virtual reality environment CAVETM we studied how virtual reality environments could raise student’s interest and motivation for learning. By using the 3ds maxTM, we can visualize the chemical phenomena easily and quickly without knowing any special computer language and export the application to files which are compatible with the CAVETM (Object or OpenGL files). After the participation in 3D animations at the CAVETM students comprehended the molecules’ structure and their changes during a chemical reaction better than during the 2D animations on the computer’s desktop, as the limitations of human vision had been overcome. Furthermore, the students were enthusiastic, as they had the feeling that they were inside the chemical reactions and they were facing the 3D molecules as if they were real objects front of them.  相似文献   

13.
Students have difficulty learning 3D geometry; spatial thinking is an important aspect of the learning processes in this academic area. In light of the unique features of virtual environments and the influence of metacognitive processes (e.g., self-regulating questions) on the teaching of mathematics, we assumed that a combination of self-regulating questions and virtual environments would enhance spatial thinking through the exercise of certain spatial abilities with the VR Spaces 1.0 software. These two methods primarily focus on the cognitive domain. In terms of learning styles, we define different cognitive characteristics. The main objective of the present study was to examine whether students with a certain learning style would benefit more from this exercise than other students. To assess the effect of these methods, a sample of 192 10th graders were randomly assigned to four groups, two of which used Virtual Spaces 1.0 (Group 1 with virtual reality and self-regulating questions, N = 52; Group 2 with virtual reality only, N = 52) while the other two used non-Virtual Spaces 1.0 (Group 3 with self-regulating questions only, N = 45; Group 4 was the non-treatment group; N = 45). The findings indicate a differential impact of virtual environments on students with different modal and personal learning styles.  相似文献   

14.
Earth science learning in SMALLab: A design experiment for mixed reality   总被引:1,自引:0,他引:1  
Conversational technologies such as email, chat rooms, and blogs have made the transition from novel communication technologies to powerful tools for learning. Currently virtual worlds are undergoing the same transition. We argue that the next wave of innovation is at the level of the computer interface, and that mixed-reality environments offer important advantages over prior technologies. Thus, mixed reality is positioned to have a broad impact on the future of K-12 collaborative learning. We propose three design imperatives that arise from our ongoing work in this area grounded in research from the learning sciences and human-computer interaction. By way of example, we present one such platform, the Situated Multimedia Arts Learning Lab [SMALLab]. SMALLab is a mixed-reality environment that affords face-to-face interaction by colocated participants within a mediated space. We present a recent design experiment that involved the development of a new SMALLab learning scenario and a collaborative student participation framework for a 3-day intervention for 72 high school earth science students. We analyzed student and teacher exchanges from classroom sessions both during the intervention and during regular classroom instruction and found significant increases in the number of student-driven exchanges within SMALLab. We also found that students made significant achievement gains. We conclude that mixed reality can have a positive impact on collaborative learning and that it is poised for broad dissemination into mainstream K-12 contexts.  相似文献   

15.
In four experiments, college students acting as teachers allocated group and individual instructional time to a simulated class of six students whose performances followed Thurstone's 1930 learning function. In each experiment, teachers adopted a policy aimed at balancing the achievement means and variances, allocating about 50% of the time to group instruction and the remainder to individual instruction inversely by ability. This policy was fairly robust with respect to variables such as instructional goals (Experiment 1), cumulative dollar feedback about the cost of instruction (Experiment 2), class composition produced by allowing the teacher to remove a student from class prior to an instructional session (Experiment 3), and whether certified classroom teachers or noncertified college students served as subjects (Experiment 4). Along with comparable findings in natural classrooms and extended results with other versions of the simulated class, the current research suggests that simulations can provide teachers with a useful tool for improving instructional decision making.  相似文献   

16.
Information-rich virtual environments (IRVEs) have been described as environments in which perceptual information is enhanced with abstract (or symbolic) information, such as text, numbers, images, audio, video, or hyperlinked resources. Desktop virtual environment (VE) applications present similar information design and layout challenges as immersive VEs, but, in addition, they may also be integrated with external windows or frames commonly used in desktop interfaces. This paper enumerates design approaches for the display of enhancing information both internal and external to the virtual worlds render volume. Using standard Web-based software frameworks, we explore a number of implicit and explicit spatial layout methods for the display and linking of abstract information, especially text. Within the VE view, we demonstrate both heads-up-displays (HUDs) and encapsulated scenegraph behaviors we call semantic objects. For desktop displays, which support information display venues external to the scene, we demonstrate the linking and integration of the scene with Web browsers and external visualization applications. Finally, we describe the application of these techniques in the PathSim visualizer, an IRVE interface for the biomedical domain. These design techniques are relevant to instructional and informative interfaces for a wide variety of VE applications.  相似文献   

17.
Web3D open standards allow the delivery of interactive 3D virtual learning environments through the Internet, reaching potentially large numbers of learners worldwide, at any time. This paper introduces the educational use of virtual reality based on Web3D technologies. After briefly presenting the main Web3D technologies, we summarize the pedagogical basis that motivate their exploitation in the context of education and highlight their interesting features. We outline the main positive and negative results obtained so far, and point out some of the current research directions.  相似文献   

18.
The computer self-efficacy of teachers contributes positively to their technology integration self-efficacy. Many studies have examined instructional strategies that foster computer self-efficacy but not their corresponding impact on teachers’ technology integration self-efficacy. This study investigated the instructional strategies used for pre-service teacher computer skills instruction and their corresponding impact on teacher computer self-efficacy and technology integration self-efficacy. Using a multiple case-study approach, video recordings were made of the class sessions of three participating instructors throughout a semester. Content analysis of these video recordings found the instructors using three approaches of computer skills instruction: Extensive behavioral modeling, targeted behavioral modeling, and independent problem-solving. Analysis of pre and post-study student survey responses also found that the three instructional approaches raised their perceived computer self-efficacy. However, the effect sizes were largest when the independent problem-solving approach was used. This approach was also found to have had better motivational effects on students than the extensive behavioral modeling approach. On the other hand, computer skills instruction increased students’ technology integration self-efficacy only when instructors modeled teaching-related examples and provided students with multiple mastery experiences of technology integration practices. The applications of the three computer skills instructional approaches for teacher education are discussed.  相似文献   

19.
《Computers & Education》2013,60(4):1099-1108
Desktop virtual reality is an emerging educational technology that offers many potential benefits for learners in online learning contexts; however, a limited body of research is available that connects current multimedia learning techniques with these new forms of media. Because most formal online learning is delivered using learning management systems, it is important to consider how to best integrate the visually complex and highly concrete desktop virtual reality into more text-driven and abstract environments such as those found in learning managements systems. This review of literature examines recent signaling literature within the context of multimedia learning and hypermedia learning. Signaling is a technique that involves using cues to emphasize important information in materials (Mayer, 2009, pp. 108–117). The analysis concluded that the depth and breadth of signaling literature is severely lacking. While certain related bodies of literature can be used to inform signaling research in desktop virtual reality and online learning management systems, no studies were found that directly address these topics. This article makes several important contributions to the body of signaling literature. First, based on what is known through literature, this article is a first attempt at examining signaling as a technique for integrating desktop virtual reality with online learning management systems. Second, this analysis resolves an important gap in literature by differentiating between signaling and cueing. Third, this article provides a survey of recent signaling-related literature and identifies specific areas that inform future work with desktop virtual reality delivered using online learning management systems. Finally, a taxonomy for classifying multimedia and hypermedia is presented as a tool for more effectively describing interventions used in signaling research.  相似文献   

20.
We describe an augmented reality (AR) system that allows multiple participants to interact with 2D and 3D data using tangible user interfaces. The system features face-to-face communication, collaborative viewing and manipulation of 3D models, and seamless access to 2D desktop applications within the shared 3D space. All virtual content, including 3D models and 2D desktop windows, is attached to tracked physical objects in order to leverage the efficiencies of natural two-handed manipulation. The presence of 2D desktop space within 3D facilitates data exchange between the two realms, enables control of 3D information by 2D applications, and generally increases productivity by providing access to familiar tools. We present a general concept for a collaborative tangible AR system, including a comprehensive set of interaction techniques, a distributed hardware setup, and a component-based software architecture that can be flexibly configured using XML. We show the validity of our concept with an implementation of an application scenario from the automotive industry.  相似文献   

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