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1.
The purpose of this study was to document how teachers and students describe and comprehend the ways in which participating in an augmented reality (AR) simulation aids or hinders teaching and learning. Like the multi-user virtual environment (MUVE) interface that underlies Internet games, AR is a good medium for immersive collaborative simulation, but has different strengths and limitations than MUVEs. Within a design-based research project, the researchers conducted multiple qualitative case studies across two middle schools (6th and 7th grade) and one high school (10th grade) in the northeastern United States to document the affordances and limitations of AR simulations from the student and teacher perspective. The researchers collected data through formal and informal interviews, direct observations, web site posts, and site documents. Teachers and students reported that the technology-mediated narrative and the interactive, situated, collaborative problem solving affordances of the AR simulation were highly engaging, especially among students who had previously presented behavioral and academic challenges for the teachers. However, while the AR simulation provided potentially transformative added value, it simultaneously presented unique technological, managerial, and cognitive challenges to teaching and learning.  相似文献   

2.
The focus of the current study is to understand which unique features of an immersive virtual reality environment have the potential to improve learning relative motion concepts. Thirty-seven undergraduate students learned relative motion concepts using computer simulation either in immersive virtual environment (IVE) or non-immersive desktop virtual environment (DVE) conditions. Our results show that after the simulation activities, both IVE and DVE groups exhibited a significant shift toward a scientific understanding in their conceptual models and epistemological beliefs about the nature of relative motion, and also a significant improvement on relative motion problem-solving tests. In addition, we analyzed students’ performance on one-dimensional and two-dimensional questions in the relative motion problem-solving test separately and found that after training in the simulation, the IVE group performed significantly better than the DVE group on solving two-dimensional relative motion problems. We suggest that egocentric encoding of the scene in IVE (where the learner constitutes a part of a scene they are immersed in), as compared to allocentric encoding on a computer screen in DVE (where the learner is looking at the scene from “outside”), is more beneficial than DVE for studying more complex (two-dimensional) relative motion problems. Overall, our findings suggest that such aspects of virtual realities as immersivity, first-hand experience, and the possibility of changing different frames of reference can facilitate understanding abstract scientific phenomena and help in displacing intuitive misconceptions with more accurate mental models.  相似文献   

3.
《现代教育技术》2019,(11):80-86
虚拟现实(Virtual Reality,VR)、增强现实(Augmented Reality,AR)、混合现实(Mixed Reality,MR)技术与沉浸式具身学习的融合,可以激发学生参与相关学习活动的兴趣,并提高学习效率。基于此,文章首先介绍了沉浸式具身学习的定义和本质;随后,文章基于VR、AR、MR技术与沉浸式具身学习的融合,设计了基于沉浸式具身学习的商务英语教学环境;最后,文章以商务英语项目化教学为例,对基于沉浸式具身学习的商务英语教学环境的应用效果进行了检验,发现:此环境可以提升学生的口译能力,并在流利度和准确性这两个指标方面对学生开展商务英语项目化学习有较好的促进作用。  相似文献   

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5.
针对传统汽车维修教学因设备不足、代价昂贵而导致教学力度远远无法满足实际需求的问题,以车门损伤修复为例,利用HTC vive硬件设备与unity3d引擎技术,为增强汽修教学力度与效果,开发沉浸式车身修复教学系统。首先对车门、损伤区域、维修工具等设备进行3D建模,构建车间全景;然后将模型制作一份简模,导入到unity3D中,利用Vive Input Utility 插件连接unity3D引擎与HTC vive硬件,编程开发交互操作,将设备信息保存于SQL server数据库;最后在操作任务结束后,开发一套理论考核系统,检验学员培训效果。该系统在高校教学中取得了较好的效果,沉浸式培训方案在教学应用中改善了传统教学不足之处。  相似文献   

6.
本文从工程应用型人才的培养目标出发,紧扣学生应用能力的培养,从课程体系、教学内容、实践教学体系、创新能力培养体系和综合素质提升体系等方面探究"融入式"人才培养模式的构建,着力培养工程应用型人才的创新精神和实践能力,以适应经济社会发展的需要。  相似文献   

7.
As technologies continue to develop and evolve, it is imperative that instructional technologists, learning scientists, and educators involved with examining learning affordances of emerging technologies investigate the potential of innovative environments to promote and facilitate learning. This paper, as such, will describe a newly developed immersive, mixed-reality learning environment at Virginia Tech. The Mirror Worlds project, a cutting edge mixed-reality virtual world will be described in terms of the potential for this type of environment to engage participants in authentically situated social and embodied learning activities.  相似文献   

8.
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   

9.
创新创业人才培养是教育强国、科技强国的基础与关键,是全面落实和建设世界一流大学、一流学科的核心任务,是新时代赋予高等学校全面提升人才培养质量和创新创业教育水平的关键。随着创新创业教育教学工作的持续深入,创新创业教学过程中逐渐出现了课程体系不完善、与专业结合不紧密、缺乏创新创业实践环节等问题。根据教育部创新创业驱动教育发展的战略部署,将创新创业教育全面融入校园学习和生活中,增强学生创新创业胜任力,勇争创新创业实践成果,要求高校教师贯彻创新创业教育理念,明确创新创业人才培养模式,挖掘一流学科建设过程中的资源优势,深化创新创业教育教学改革,构建沉浸式课程教学模式,全面提升高校大学生创新创业实践能力。  相似文献   

10.
基于网络信息资源环境的学习模式研究   总被引:2,自引:0,他引:2  
伴随信息技术、多媒体技术的发展,网络技术也不断更新,并越来越多的应用于教育,教育资源、教学内容、教学方法乃至整个教育体制发生了深刻的变化.传统的以“教”为主的教学模式向“教师为主导,学生为主体”的模式转变,必然要求学习模式由传统的学习模式向新的信息资源环境下的学习模式转变.基于网络信息资源环境下的学习模式研究就是本文的出发点.本文从web课程讲授型、自主、合作、探究等四种学习模式出发,研究如何使学习模式更有效地促进学习者学习.  相似文献   

11.
This article proposes a computer-mediated intersensory learning model as an alternative to traditional instructional approaches for students with learning disabilities (LDs) in the inclusive classroom. Predominant practices of classroom inclusion today reflect the six principles of zero reject, nondiscriminatory evaluation, appropriate education, least restrictive environment, procedural due process, and parental and student participation. These practices guide the amended Individuals with Disabilities Education Act (IDEA) of 2004. For nearly 35 years the act has championed for the rights of children with disabilities. The act mandates that students with LDs are educated in the general education classroom (Hock, Deshler, & Schumaker, 1999).  相似文献   

12.
组织作为一个整体,具有记忆和认知的功能,整体搭配不良的组织结构会阻碍组织和个体的发展。本研究认为,网络学习社区相对于传统的学习环境具有更优越的组织结构,从组织学习的视角提出了一个功能更为健全、结构更为合理的网络学习社区模型,并对其中功能模块的设置进行了说明。  相似文献   

13.
终身学习作为21纪的生存概念,在世界范围内产生了广泛而深远的影响。在对终身学习的起源和定义进行简介的基础上,总结了作为政策的终身学习在不同国家的推展过程中呈现出形态各异的模式。并从学习目的维度对终身学习模式进行了创新性的划分与归纳,即从职业技能需要逐步上升到休闲兴趣的层次,这是个体逐渐追求自我实现的过程,更是终身学习发展逐步趋于理想化的过程。  相似文献   

14.
伴随着移动互联网+、扩展现实(XR)、泛在智能、大数据、5G、全息与传感等新技术的飞速发展,极大地赋能了人类的学习、工作与生活方式,沉浸式体验已越来越受到重视与应用。尤其在教育领域,沉浸式体验所具有的无边界、交互性、愉悦性、具身性等特征,创造出了更优质的学习空间,学习者可进行各种模拟体验,为其主动投入学习、提升认知、培养移情与关联能力等提供可能。沉浸式体验是由技术、内容、交互三大机制相互作用所共同构成“境身合一”般的场景与感官感受。这种境身合一的沉浸式学习体验,不仅可应用于认知领域、动作技能领域与情感领域的教与学;也可用于培养学习者的创新性思维和想象力,还可从游戏化智慧学习、XR+CPS仿真实验室、泛在协作学习场域、全域学习生态链、沉浸式群体探究学习和高自由度生成叙事学习空间等方面,进一步赋能AI+沉浸式学习新场域。  相似文献   

15.
相对于面授教育,在线教育普遍存在学习驱动力不足、学习投入度不够等状况。随着元宇宙理念的提出,第三代沉浸式互联网、VR/AR、5G等支撑技术也逐步成熟。由于新冠肺炎疫情防控的常态化,许多教学和培训转移到网上进行,表现出对优秀在线教育的迫切需求,元宇宙理念下的沉浸式在线教育成为重要的发展方向。文章从相关的环境学习理论和体验学习理论出发,研究了元宇宙中真实世界与虚拟世界的关系,构建了沉浸式第三代在线教育模型,提出了相应行动研究的路线图,并在智慧师训中设计虚实环境结合的沉浸式情境教学项目,进一步拓展该教学模式的优势和应用前景。  相似文献   

16.
基于Internet的远程学习模式探讨   总被引:2,自引:0,他引:2  
随着网络技术的发展,网络教育已成为现代教育的重要手段。作者重点分析了Internet的远程学习模式,为远程学习提供了丰富的学习资源,增强了远程学习的交互作用,进而构建起新的教学模式,使得现代远程教育变得更具有生命力。  相似文献   

17.
参与式学习和网络教学法   总被引:1,自引:0,他引:1  
人们对新学习机会的需求持续增长以及新的信息系统和通讯技术不断涌现,使得在线学习成为了教育实践中的中心话题。我们有必要建立一个框架,使那些有着不同文化、语言背景的远程学生产生有意义参与学习的经验。我们使用新术语“Cybergogy“来描述建立在线参与式学习所采用的策略,描述了为不同背景的远程学生创设认知、社会和情感三方面的学习经验。Cybergogy的核心是参与式学习,在参与式学习中学生自己确立学习目标、探索适当的资源、与其他人进行小组协作并以有意义的方式建构知识。我们所建立的“参与式学习的cybergogy模型“包括三个相互重叠/交叉的域:认知域、情感域和社会域。这一模型综合了当前的思想、观念和理论框架,它们是关于学生参与在线学习的这三个域上的程度和性质的。教师可以利用这一模型来描述每个学习者,然后设计针对每个人的策略,我们称这一过程为“customized engagement“。这样,学生不仅有机会实现自己的学习目标,而且将积极地参与学习过程。  相似文献   

18.
英语学习策略训练及其模式   总被引:1,自引:0,他引:1  
如今,在英语学习方面,由关心怎样教到更关注如何学,即学习者已经成为教育研究的焦点和中心,教育最重要的目标是帮助学生成为独立的高效的学习者,而通过学习策略训练可以帮助学习者根据所要完成的任务,有目的、有意识的选择合适的策略,更多的承担起学习的责任,更好的实现学习目标,成为自主学习者。当然,在学习策略训练模式的选择上,要紧密结合学习者的特点。  相似文献   

19.
如何对网络开放课程中的海量学习数据进行采集、存储、分析与表示,并利用分析结果做出决策、优化学习、提高绩效,日益成为亟待解决的问题。NMC地平线报告中介绍的学习分析技术有助于这一问题的解决。根据我国开放课程的现状与学习分析法的特征,开放课程环境下学习分析的研究对象与服务对象具有一定的特殊性。学习分析模式包括采集、存储、分析、表示与应用五个层级;建模时需充分考虑数据与利益相关者的特殊性。未来,学习分析模式的应用在理论基础、数据标准、算法模型、隐私与安全性等方面面临着挑战。  相似文献   

20.
库伯的经验学习模式是在杜威、勒温、皮亚杰思想理论的基础上发展起来的。库伯将经验学习模式描述为四个阶段:(1)具体经验;(2)反思与观察;(3)抽象概念化;(4)积极实践。库伯认为学习者应在这四个阶段中往复循环,从而产生不断上升的复杂体的学习螺旋。由于成年学习者的经验更加丰富,因此库伯的经验学习环模式更加适用于成年学习者。在成人经验学习的四个阶段中,教师的工作是引导成年学习者在每个水平上发展、拓展他们的话题。  相似文献   

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