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1.
Advanced technologies have been widely applied in medical education, including human-patient simulators, immersive virtual reality Cave Automatic Virtual Environment systems, and video conferencing. Evaluating learner acceptance of such virtual reality (VR) learning environments is a critical issue for ensuring that such technologies are used to greatest effect. This research describes the use of high performance real-time interactive software (VR4MAX) to build a prototype 3D VR learning system. A questionnaire survey was distributed to 167 university students to investigate learner attitudes toward learning via VR applications. Experimental results show that immersion and imagination features of VR-mediated course contents have a positive impact on perceived usefulness, and can also predict perceived ease of use, both of which contributors to behavioral intention of learners to use VR learning systems. Overall, this research validates the relationship between three features of VR and learners' behavioral intention to use VR learning. The results could prove helpful in guiding future research related to VR learning.  相似文献   

2.
This case study reports on an investigation of the attitude of education students towards virtual reality (VR) as a tool in the educational process, and towards virtual learning environments on specific disciplines. Our results indicate a favourable attitude towards VR in the educational process. Although immersion was not supported in this study, half of the students declared immersion experiences. Students consider the mouse the most effective input device for navigation in virtual environments, with a joystick the second one. Because the sampling population is small, the qualitative results must be regarded as tentative. There is, however, a need for further investigation, which is currently being undertaken by our group.  相似文献   

3.
虚拟现实(Virtual Reality,VR)技术因在交互性、沉浸性和认知性方面具有独特优势而被认为是一种能够促进教育教学发展的新型手段,但是,VR技术在教学中发挥效用的内在机制还有待深入考证。教学效用是衡量技术能否发挥教学效果及其程度的指标,具体包括学习参与、教学效率和教学效果三个维度。结合VR的技术优势和教学效用维度、经由理论演绎建构的基于VR技术的教学效用模型(VR-E3Model),聚焦于研究VR的交互过程、沉浸过程和认知过程三方面效用。其中,影响交互性效用的因素包括软件因素、硬件因素、感知有用性、感知易用性、行为意向、学习者特征等;影响沉浸性效用的因素包括感知、交互感、沉浸感、临场感等;影响认知性效用的因素包括情绪信息、知识建构、认知发展等。经过实证研究检验表明,该模型具有较好的理论解释力;VR技术产生教学效用的首因要素是教师的教学行为意向;VR技术因软硬件的差异,会为使用者带来不同的交互体验;学校在配置VR设备时应从教学需求和成本投入两个维度进行综合考量。  相似文献   

4.
Virtual reality (VR) is projected to play an important role in education by increasing student engagement and motivation. However, little is known about the impact and utility of immersive VR for administering e-learning tools, or the underlying mechanisms that impact learners’ emotional processes while learning. This paper explores whether differences exist with regard to using either immersive or desktop VR to administer a virtual science learning simulation. We also investigate how the level of immersion impacts perceived learning outcomes using structural equation modeling. The sample consisted of 104 university students (39 females). Significantly higher scores were obtained on 11 of the 13 variables investigated using the immersive VR version of the simulation, with the largest differences occurring with regard to presence and motivation. Furthermore, we identified a model with two general paths by which immersion in VR impacts perceived learning outcomes. Specifically, we discovered an affective path in which immersion predicted presence and positive emotions, and a cognitive path in which immersion fostered a positive cognitive value of the task in line with the control value theory of achievement emotions.  相似文献   

5.
We investigated students’ emotions as intervening variables between teaching methods, motivational and performance prerequisites, and outcomes. 144 students from German schools were assigned to two conditions. In one condition, students were prompted to develop multiple solutions for modelling problems that were missing information. In the other condition, students had to find one solution for modelling problems that were not missing information. Students’ interest and performance were measured before and after the 5-lesson teaching unit, and students’ enjoyment and boredom were measured during the teaching unit. The path analyses revealed: (1) Students who developed more solutions enjoyed their mathematics lessons more and were less bored than students in the other condition; (2) Enjoyment affected students’ interest and performance at posttest and mediated the effects of prompting them to find multiple solutions on interest at posttest; (3) Students’ enjoyment during learning mediated the effects of prior interest on interest at posttest.  相似文献   

6.
Virtual reality (VR) is predicted to create a paradigm shift in education and training, but there is little empirical evidence of its educational value. The main objectives of this study were to determine the consequences of adding immersive VR to virtual learning simulations, and to investigate whether the principles of multimedia learning generalize to immersive VR. Furthermore, electroencephalogram (EEG) was used to obtain a direct measure of cognitive processing during learning. A sample of 52 university students participated in a 2 × 2 experimental cross-panel design wherein students learned from a science simulation via a desktop display (PC) or a head-mounted display (VR); and the simulations contained on-screen text or on-screen text with narration. Across both text versions, students reported being more present in the VR condition (d = 1.30); but they learned less (d = 0.80), and had significantly higher cognitive load based on the EEG measure (d = 0.59). In spite of its motivating properties (as reflected in presence ratings), learning science in VR may overload and distract the learner (as reflected in EEG measures of cognitive load), resulting in less opportunity to build learning outcomes (as reflected in poorer learning outcome test performance).  相似文献   

7.
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   

8.
《Educational gerontology》2012,38(11):670-680
ABSTRACT

Observation training of home dental practice is easily influenced by the site and time, and differences in learning content are likely to occur among students. The aim of the present study is to prototype virtual reality (VR) teaching material for home dental practice to provide dental students with the chance to observe patients receiving home dental care. The VR teaching material was created before the study, using a patient’s home as the medical treatment scene, and practical training was then conducted using this VR teaching material with dental students. To examine its educational effectiveness, 101 dental students, who attended practical training between June 2018 and January 2019, responded to survey questions before and after watching the VR teaching material. They took a comparative examination, based on the questionnaire results, using text mining and hierarchical cluster analysis. Two variables were tested: changes in self-confidence regarding knowledge of home dental practice (knowledge confidence) and changes in self-confidence regarding treatment assistance (assistance confidence). There was a significant increase in student’s knowledge confidence and assistance confidence scores (p < .001). Moreover, hierarchical cluster analysis indicated a change in the cluster before and after they watched the VR teaching material. Given that VR teaching material makes it possible to conduct home observation training for a variety of reasons, such as lack of available facilities or patient reservation issues, the findings indicate that VR teaching material can supplement dental students’ training in home dental practice.  相似文献   

9.
采用自编问卷考察《心理统计学》考试成绩影响因素的结构、特点及影响途径。结果发现,影响考试成绩的个体内部因素是学习态度、学习信心、学习方法,外部因素是课堂教学质量、教材与课时安排、复习资料;学习态度、学习信心的性别差异显著;学习态度、学习信心、复习资料对考试成绩有直接正向预测性,课堂教学质量、教材与课时安排通过学习态度或学习信心起间接正向预测作用,据此提出了相应的教学措施。  相似文献   

10.
In order to improve learning efficiency and memory retention in medical teaching, furthering active learning seems to be an effective alternative to classical teaching. One option to make active exploration of the subject matter possible is the use of virtual reality (VR) technology. The authors developed an immersive anatomy atlas which allows users to explore human anatomical structures interactively through virtual dissection. Thirty-two senior-class students from two German high schools with no prior formal medical training were separated into two groups and tasked with answering an anatomical questionnaire. One group used traditional anatomical textbooks and the other used the immersive virtual reality atlas. The time needed to answer the questions was measured. Several weeks later, the participants answered a similar questionnaire with different anatomical questions in order to test memory retention. The VR group took significantly less time to answer the questionnaire, and participants from the VR group had significantly better results over both tests. Based on the results of this study, VR learning seems to be more efficient and to have better long-term effects for the study of anatomy. The reason for that could lie in the VR environment's high immersion, and the possibility to freely and interactively explore a realistic representation of human anatomy. Immersive VR technology offers many possibilities for medical teaching and training, especially as a support for cadaver dissection courses.  相似文献   

11.
The authors investigated the effects of an exploratory value-reappraisal intervention on students’ motivation and performance in an undergraduate introductory statistics course. They sampled 82 students from 2 instructors’ sections during both the fall and spring semesters. Students were randomly assigned within each section to either the Value-Reappraisal (VR) or Control condition (C). VR presented messages about the importance of statistics and guided students in exploring potential values of learning statistics. Results showed positive effects of VR on task value, endogenous instrumentality, and a choice-behavior measure of interest. The authors found VR to affect exam performance, but only for students who had a particular instructor. This research helps broaden literature on self-regulation and expectancy-value models of motivation by focusing on the regulation of value perceptions.  相似文献   

12.
本研究以晋城职业技术学院2011级新生为研究对象,从心理健康状况、学习动机、学习方法与技能、学业成绩、个人目标规划等方面进行综合的学情分析,并提出相应的反思和建议。研究结果表明,高职院校新生86%心理健康状况良好,但仍有较大比例学生学业成绩较差、缺乏学习动力和学习技能、学习的自我调控能力很低,抱着消极厌学、得过且过的不良心态。该研究为高职院校分类教育分层教学提供了实践依据。  相似文献   

13.
随着教育信息化的发展,如何提升学生的学习投入度成为了当前研究者重点关注的话题。文章运用视频分析法,对智慧教室中不同学科课程视频的学生课堂学习投入度进行编码分析,探究在不同教学环节、技术功能、教学组织形式等教学活动类型相关要素的影响下学生主动学习投入、被动学习投入、互动学习投入和非投入行为的分布特点,发现:在文章所涉课堂案例中,智慧教室中学生的课堂学习投入度情况良好,技术的使用能够促进学生的主动学习投入。基于此,文章针对智慧教室中如何更好地提升学生的学习投入度这一问题提出了相关建议,以期为课堂教学实践及相关研究提供参考。  相似文献   

14.
15.
研究和实践表明,在MOOC学习中,影响学生学习参与度和学习效果的因素除学习者自身的学习动机之外,还有MOOC教学视频的吸引力。该文以一级维度文理科和二级维度课程主题作为分层抽样依据,从Coursera、Udacity、edX、爱课程、学堂在线、UOOC联盟等平台中选取了508门课程作为MOOC视频分类研究的样本,依据MOOC视频中的媒介表现差异,将目前的在线开放课程教学视频呈现形式概括为八类,即叠加式、全屏式、可汗式、动画式、实景式、访谈式、情境式及虚拟仿真式,并分别阐述各种呈现形式的特点,在此基础上提出增强MOOC视频吸引力的设计原则与建议,为MOOC视频开发者和MOOC教师提供可行的参考依据。  相似文献   

16.
As classrooms begin to adopt a greater number of digital technologies such as computers and tablets, it is important for educators to understand how effective such tools can be in aiding in the delivery of instruction to students who struggle in mathematics, such as those identified with a learning disability in mathematics. One digital‐based instructional strategy with a limited research base for students with a learning disability is video modeling. Through a single subject alternating treatments design, this study compared the use of video modeling to face‐to‐face explicit instruction for teaching geometry word problems to three secondary students with a learning disability in mathematics. Across 10 sessions of intervention, all three students demonstrated improved performance on all dependent variables with both interventions, while the explicit instruction condition produced slightly greater accuracy scores for two of the three students. The results and their implications for the field of mathematics are discussed.  相似文献   

17.
“市场营销学”课程多种形式的教学过程使得学生受益匪浅。不仅多种语言教学的选择为学生提供了个性化发展条件,而且案例讨论教学、实践模拟竞赛等多种教学方法和手段丰富了课堂内容。这些既为学生学好专业知识提供了平台,又从多角度提高了自身素质和动手能力,并且为其他相关课程的开展提供了参考。  相似文献   

18.
虚拟实验室是一个计算机网络化的仿真实验环境,具有沉浸感和交互性的特点。将虚拟实验室引入免疫学实验教学,有助于将抽象的免疫学原理具体化、形象化,并可以拓展免疫学的实验条件,增强学生的学习兴趣,提高免疫学实验教学质量。  相似文献   

19.
This study investigated the association between students’ perception of the learning environment and three aspects of their mathematics attitude: ‘mathematics academic self-concept’, ‘enjoyment of mathematics’ and ‘perceived value of mathematics’. The focus was on the association of students’ mathematics attitude with four dimensions in the learning environment: the extent to which the teacher ‘motivates to exert learning effort’, ‘activates towards self-regulated learning’, ‘gives feedback and coaches’, and ‘structures and steers’. Data were obtained from an extended version of the international Trends in Mathematics and Science Study (TIMSS) of 2003. Multilevel analysis on a sample of 4354 eighth grade students in 228 classes in 119 schools in Flanders (Belgium) indicated that the learning environment plays a significant role in the enjoyment of mathematics. This while the mathematics academic self-concept and the perceived value of mathematics are insensitive for aspects in the learning environment.  相似文献   

20.
This project investigates the relationship between student performance, past mathematics experience, and perceptions of statistics education for two groups of university students studying statistics in different learning environments. One group received the traditional form of teaching with lectures, whereas the other group studied in a more flexible learning mode where lectures were replaced with a computer‐managed learning tool and optional small‐group workshops facilitated by written lecture notes. The results on student learning experience show that, for both groups, student enjoyment of the course is positively related to their learning attitudes and to their perceived value of statistics education, and is negatively related to anxiety with regard to their performance in the course. There is some evidence that the group studying in the technology‐supported flexible learning environment experienced more assessment anxiety and consequently less enjoyment of the subject. There is also evidence that assessment anxiety has a negative effect on student performance that is exacerbated by a lack of prior mathematics experience. Hence, the flexible learning approach in statistics education, with minimal face‐to‐face teaching, may be especially inappropriate for these students.  相似文献   

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