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The purpose of this study is to experimentally manipulate discourse processes hypothesized to impact the emotions students experience when interacting with handheld augmented reality devices in informal learning settings. Research conducted in the field is often limited by practical constraints, requiring heavy investments in time and resources to collect data from large samples of students. To demonstrate the feasibility of our proposed method, a guided walking tour with 60 students using a location-based augmented reality app was simulated in the context of a controlled laboratory setting. The difference between groups of students clustered into distinct profiles of positive and negative self-reported emotions was attributed to patterns in the mined dialog between students and tour guide. Furthermore, student engagement predicted the ability to recall topics covered in the tour. We discuss the implications and directions for future research in tour simulations conducted in a laboratory setting as a means to evaluate the role of mobile technologies in enhancing learning and desirable emotions.  相似文献   

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There is a lack of theory-driven empirical research that evaluates outcomes of location-based augmented reality (AR) applications with the purpose of improving instructional design and use guidelines. The primary aim of this study was to compare the effectiveness of two historical reasoning guide protocols, one based on prior research by Harley and colleagues (2016a; the other an extension) while learners used a mobile AR app to learn about history. Learners reported significantly higher levels of enjoyment and curiosity from learning about history than using the app itself, though mean levels were high for both—in contrast to negative emotions. Results suggest that the new and extended historical reasoning guide protocol succeeded in fostering higher levels of knowledge than the former. Findings also revealed that learners reported significantly higher levels of task value after the guided tour compared to their pre-guided-tour responses. Implications and future directions are discussed.  相似文献   

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《教师博览》2018,(7):89-90
情境教学法是一种创新的教学方法,教师通过情境创设,以提升学生在课堂上的主动性,让学生能够主动参与到课堂当中。在小学音乐教学中,教师采用情境教学法能够有效激活课堂,提高学生的学习积极性,唤醒学生的审美体验。教师通过设置情境、感受情境、表现情境、拓展情境这四个方面开展情境化教学,是提升小学音乐课堂效率的有效途径。  相似文献   

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介绍了虚拟现实与增强现实技术在实验室安全教育领域的开发和应用情况。在实验室的安全教育领域,虚拟现实技术和增强现实技术的应用方兴未艾。通过虚拟现实与增强现实技术可以进行实验室安全设备使用方法、化学撒漏处理、危险源识别等安全教育训练,不仅学生学习兴趣高,且显著提升了实验室安全教育效果。  相似文献   

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The current study evaluated the use of virtual reality (VR) and augmented reality (AR) platforms, developed within the scope of the SKILLS Integrated Project, for industrial maintenance and assembly (IMA) tasks training. VR and AR systems are now widely regarded as promising training platforms for complex and highly demanding IMA tasks. However, there is a need to empirically evaluate their efficiency and effectiveness compared to traditional training methods. Forty expert technicians were randomly assigned to four training groups in an electronic actuator assembly task: VR (training with the VR platform twice), Control-VR (watching a filmed demonstration twice), AR (training with the AR platform once), and Control-AR (training with the real actuator and the aid of a filmed demonstration once). A post-training test evaluated performance in the real task. Results demonstrate that, in general, the VR and AR training groups required longer training time compared to the Control-VR and Control-AR groups, respectively. There were fewer unsolved errors in the AR group compared to the Control-AR group, and no significant differences in final performance between the VR and Control-VR groups, probably due to a ceiling effect created by the use of two training trials in the selected task for participants who were expert technicians. The results suggest that use of the AR platform for training IMA tasks should be encouraged and use of the VR platform for that purpose should be further evaluated.  相似文献   

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Virtual reality (VR) has gained popularity in educational environments in recent years. Its presence and immersive characteristics enable new learning possibilities. Due to this growth, many studies have been conducted to assess the impact of VR on learning outcomes. The proliferation of experimental studies has created the need for meta-analyses that summarize the effect of VR in terms of learning gain. However, in the current literature there are few reviews focused on K-6 students and on analyzing the influence of some variables: the level of immersion, the length of the intervention, and the knowledge domain. The present meta-analysis aims to respond to these needs. After a pre-selection of 4658 references published between 2010 and 2021, 21 experimental studies were finally included in the meta-analysis. The results indicate that, on average, VR promotes greater student learning in comparison to control conditions (ES = 0.64). Moreover, this effect is even greater when immersive VR (ES = 1.11) is used compared to semi-immersive (ES = 0.19) and non-immersive systems (ES = 0.32). This effect does not depend on the educational level (kindergarten (ES = 0.59), 1–3 (ES = 0.69), 4–6 (ES = 0.70)), and most of the knowledge domains in which VR is used. Moreover, short interventions –less than 2 h– (ES = 0.72) are more effective than those lasting longer (ES = 0.49).  相似文献   

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Web deployable anatomical simulations or “virtual reality learning objects” can easily be produced with QuickTime VR software, but their use for online and mobile learning is being limited by the declining support for web browser plug‐ins for personal computers and unavailability on popular mobile devices like Apple iPad and Android tablets. This article describes complementary methods for creating comparable, multiplatform VR learning objects in the new HTML5 standard format, circumventing platform‐specific limitations imposed by the QuickTime VR multimedia file format. Multiple types or “dimensions” of anatomical information can be embedded in such learning objects, supporting different kinds of online learning applications, including interactive atlases, examination questions, and complex, multi‐structure presentations. Such HTML5 VR learning objects are usable on new mobile devices that do not support QuickTime VR, as well as on personal computers. Furthermore, HTML5 VR learning objects can be embedded in “ebook” document files, supporting the development of new types of electronic textbooks on mobile devices that are increasingly popular and self‐adopted for mobile learning. Anat Sci Educ 6: 263–270. © 2012 American Association of Anatomists.  相似文献   

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虚拟现实在教育教学中的应用是教育发展的需求,在促进教育形态、教育环境、教学过程的基本要素及相互关系发生重大变化的同时,提高了教学效率和学习效果。文章就虚拟现实对如何促进罗杰斯所倡导的意义学习进行了探讨,主要包括个人参与、学习者全面渗透、良好的自评三个方面。  相似文献   

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Although cadavers constitute the gold standard for teaching anatomy to medical and health science students, there are substantial financial, ethical, and supervisory constraints on their use. In addition, although anatomy remains one of the fundamental areas of medical education, universities have decreased the hours allocated to teaching gross anatomy in favor of applied clinical work. The release of virtual (VR) and augmented reality (AR) devices allows learning to occur through hands‐on immersive experiences. The aim of this research was to assess whether learning structural anatomy utilizing VR or AR is as effective as tablet‐based (TB) applications, and whether these modes allowed enhanced student learning, engagement and performance. Participants (n = 59) were randomly allocated to one of the three learning modes: VR, AR, or TB and completed a lesson on skull anatomy, after which they completed an anatomical knowledge assessment. Student perceptions of each learning mode and any adverse effects experienced were recorded. No significant differences were found between mean assessment scores in VR, AR, or TB. During the lessons however, VR participants were more likely to exhibit adverse effects such as headaches (25% in VR P < 0.05), dizziness (40% in VR, P < 0.001), or blurred vision (35% in VR, P < 0.01). Both VR and AR are as valuable for teaching anatomy as tablet devices, but also promote intrinsic benefits such as increased learner immersion and engagement. These outcomes show great promise for the effective use of virtual and augmented reality as means to supplement lesson content in anatomical education. Anat Sci Educ 10: 549–559. © 2017 American Association of Anatomists.  相似文献   

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引入虚拟现实的思想,区别于传统的移动通信实验教学模式,设计了几种经典的无线网络规划、优化案例作为高校中移动通信实验、理论课教学的补充内容,在网络三维虚拟世界里学生可以通过虚拟的网络规划设备对各种条件下的虚拟无线环境进行测试优化。通过对无线网络的规划设计更加全面深刻地理解无线网络的整体架构和基本通信流程。  相似文献   

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The aim of the study was to explore the relationship between degree of participation and learning outcomes in an e-learning course on medical informatics. Overall activity in using course materials and degree of participation in the discussion forums of an online course were studied among 39 medical students. Students were able to utilise the course material in discussion groups focusing on the lectures, quizzes and students’ own notes. Each student’s data recording of activities and individual participation in discussion in the online course was analysed in order to assess which activities predicted learning outcome. Higher course grades were associated with studying the course material frequently and also with regular participation in reading postings and replying to them. There were no connections between learning outcome and the students’ original contributions to the discussion forums. There were no statistically significant differences between male and female students in how they utilised the various components of the learning material.  相似文献   

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Transforming clinical imaging data for virtual reality learning objects   总被引:1,自引:0,他引:1  
Advances in anatomical informatics, three‐dimensional (3D) modeling, and virtual reality (VR) methods have made computer‐based structural visualization a practical tool for education. In this article, the authors describe streamlined methods for producing VR “learning objects,” standardized interactive software modules for anatomical sciences education, from newer high‐resolution clinical imaging systems data. The key program is OsiriX, a free radiological image processing workstation software capable of directly reformatting and rendering volumetric 3D images. The transformed image arrays are then directly loaded into a commercial VR program to produce a variety of learning objects. Multiple types or “dimensions” of anatomical information can be embedded in these objects to provide different kinds of functions, including interactive atlases, examination questions, and complex, multistructure presentations. The use of clinical imaging data and workstation software speeds up the production of VR simulations, compared with reconstruction‐based modeling from segmented cadaver cross‐sections, while providing useful examples of normal structural variation and pathological anatomy. Anat Sci Ed 1:50–55, 2008. © 2008 American Association of Anatomists.  相似文献   

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Research on the impact of immersive virtual reality (I-VR) technology on learning has become necessary with the decreasing cost of virtual reality technologies and the development of high-quality head-mounted displays. This meta-analysis investigates the overall effect size by combining the results of primary experimental studies that reveal the effect of I-VR on learning outcomes. Besides, effect sizes were calculated based on measuring moment, types of measurement, education level, the field of education, control group educational resources, and immersion type subgroups. One hundred five independent results were calculated from 48 primary studies published between 2016 and September 2020, including 39 randomized controlled trials and nine quasi-experimental studies. The sample size of primary studies includes 3179 students, 847 from K12, and 2332 from higher education. Random effects model was used in the calculation of effect size. As a result of the meta-analysis, it was determined that the overall effect size on the learning outcomes of I-VR was small (g = 0.38). Additionally, according to the subgroup analysis results, it was revealed that I-VR significantly differentiated effect size based on educational level, the field of education, and computer-based/traditional sources. There was no significant difference in terms of the other subgroups.  相似文献   

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Education and Information Technologies - A Correction to this paper has been published: https://doi.org/10.1007/s10639-020-10409-8  相似文献   

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Educational technology research and development - Scaffolding is a mechanism for helping novice learners to solve a problem or complete a task that is beyond their current skill set. Prior research...  相似文献   

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