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Immersion positively affects learning in virtual reality games compared to equally interactive 2d games

机译:学习在虚拟浸积极影响相比现实游戏同样交互式二维游戏

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Purpose - This study isolates the effect of immersion on players' learning in a virtual reality (VR)-based game about cellular biology by comparing two versions of the game with the same level of interactivityand different levels of immersion. The authors identify immersion and additional interactivity as two key affordances of VR as a learning tool. A number of research studies compare VR with two-dimensional or minimally interactive media; this study focuses on the effect of immersion as a result of the head mounted display (HMD). Design/methodology/approach - In the game, players diagnose a cell by exploring a virtual cell and search for clues that indicate one of five possible types of cystic fibrosis. Fifty-one adults completed all aspects of the study. Players took pre and post assessments and drew pictures of cells and translation before and after the game. Players were randomly assigned to play the game with the HMD (stereoscopic view) or without the headset (non-stereoscopic view). Players were interviewed about their drawings and experiences at the end of the session. Findings - Players in both groups improved in their knowledge of the cell environment and the process of translation. Players who experienced the immersive stereoscopic view had a more positive learning effect in the content assessment, and stronger improvement in their mental models of the process of translation between pre- and post-drawings compared to players who played the two-dimensional game. Originality/value - This study suggests that immersion alone has a positive effect on conceptual understanding, especially in helping learners understand spatial environments and processes. These findings set the stage for a new wave of research on learning in immersive environments; research that moves beyond determining whether immersive media correlate with more learning, toward a focus on the types of learning outcomes that are best supported by immersive media.
机译:本研究目的——隔离的作用沉浸在一个虚拟的球员学习对细胞生物学的现实(VR)的游戏比较两个版本的游戏一样interactivityand不同级别的水平浸没式。额外的交互性是两个关键的功能虚拟现实作为一种学习工具。研究虚拟现实与二维或进行比较最低限度互动媒体;在浸入式的结果的影响显示器(HMD)。设计/方法/方法——在游戏中,玩家探索虚拟诊断一个细胞细胞和寻找线索表明之一五个可能的囊性纤维化类型。成年人完成这项研究的所有方面。玩家花了前后评估和画细胞和翻译的照片比赛结束后。玩游戏与HMD(立体视图)没有耳机(non-stereoscopic视图)。对他们的图纸和球员接受了采访经验在会议的结束。球员在两组在改善知识单元的环境和过程的翻译。身临其境的立体视图有一个更积极在内容评估学习效果更强的改善他们的心理模型预处理和之间的翻译的过程post-drawings球员相比了二维游戏。研究表明,浸单独有一个对概念理解积极的影响,特别是在帮助学习者理解空间环境和流程。为新一波的研究学习在浸入式环境;除了决定身临其境的媒体与更多的学习,关注的学习成果类型是最好的得到身临其境的媒体支持。

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