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沉浸式 VR 和自我化身如何影响中学教育中的编程学习和计算思维。

How Immersion and Self-Avatars in VR Affect Learning Programming and Computational Thinking in Middle School Education.

出版信息

IEEE Trans Vis Comput Graph. 2023 Aug;29(8):3698-3713. doi: 10.1109/TVCG.2022.3169426. Epub 2023 Jun 29.

Abstract

We present an empirical evaluation of immersion and self-avatars as compared to desktop viewing in Virtual Reality (VR) for learning computer programming and computational thinking in middle school education using an educational VR simulation. Students were asked to programmatically choreograph dance performances for virtual characters within an educational desktop application we built earlier called Virtual Environment Interactions (VEnvI). As part of a middle school science class, 90 students from the 6th and 7th grades participated in our study. All students first visually programmed dance choreography for a virtual character they created in VEnvI on a laptop. Then, they viewed and interacted with the resulting dance performance in a between-subjects design in one of the three conditions. We compared and contrasted the benefits of embodied immersive virtual reality (EVR) viewing utilizing a head-mounted display with a body-scaled and gender-matched self-avatar, immersive virtual reality only (IVR) viewing, and desktop VR (NVR) viewing with VEnvI on pedagogical outcomes, programming performance, presence, and attitudes towards STEM and computational thinking. Results from a cognition questionnaire showed that, in the learning dimensions of Knowledge and Understanding (Bloom's taxonomy) as well as Multistructural (SOLO taxonomy), participants in EVR and IVR scored significantly higher than NVR. Also, participants in EVR scored significantly higher than IVR. We also discovered similar results in objective programming performance and presence scores in VEnvI. Furthermore, students' attitudes towards computer science, programming confidence, and impressions significantly improved to be the highest in EVR and then IVR as compared to NVR condition. Our work suggests that educators and developers of educational VR simulations, who want to enhance knowledge and understanding as well as simultaneous acquisition of multiple abstract concepts, can do so by employing immersion and self-avatars in VR learning experiences.

摘要

我们对沉浸式体验和自我化身与桌面视图在中学教育中的虚拟现实 (VR) 学习计算机编程和计算思维进行了实证评估,使用了一个教育 VR 模拟。学生被要求在我们之前构建的名为“虚拟环境交互” (VEnvI) 的教育桌面应用程序中为虚拟角色编写舞蹈表演程序。作为中学科学课程的一部分,来自 6 年级和 7 年级的 90 名学生参加了我们的研究。所有学生首先在笔记本电脑上使用 VEnvI 为他们在其中创建的虚拟角色进行视觉编程,然后在一项被试间设计中,在三种条件之一中观看和交互他们的舞蹈表演。我们比较和对比了使用头戴式显示器进行沉浸式虚拟现实 (EVR) 观察与具有身体比例和性别匹配的自我化身、沉浸式虚拟现实仅 (IVR) 观察以及在具有 VEnvI 的桌面虚拟现实 (NVR) 观察的优势,以比较教学效果、编程表现、存在感和对 STEM 和计算思维的态度。认知问卷的结果表明,在 EVR 和 IVR 中,参与者在知识和理解(布鲁姆分类法)以及多结构(SOLO 分类法)的学习维度上的得分明显高于 NVR。此外,EVR 中的参与者得分明显高于 IVR。我们还在 VEnvI 中的客观编程表现和存在感得分中发现了类似的结果。此外,学生对计算机科学、编程信心和印象的态度显著提高,在 EVR 和 IVR 中最高,而在 NVR 条件下最低。我们的工作表明,希望增强知识和理解以及同时获取多个抽象概念的教育 VR 模拟的教育者和开发者可以通过在 VR 学习体验中使用沉浸式体验和自我化身来实现这一目标。

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