Hwang Yohan, Shin Dongkwang, Lee Hyejin
Department of English Language and Literature, Jeonju University, 603 Faculty Building, 303 Cheonjam-Ro, Wansan-Gu, Jeonju-Si, Jeollabuk-Do 55069 Republic of Korea.
Department of English Education, Gwangju National University of Education, 55 Pilmun-Daero, Buk-Gu, Gwangju, 61203 Republic of Korea.
Educ Technol Res Dev. 2023 May 17:1-22. doi: 10.1007/s11423-023-10238-9.
The main purpose of this paper is to add empirical data to the nascent field of metaverse learning and teaching by examining factors affecting student participation and their perceived experiences of different metaverse platforms. For data collection, 57 Korean undergraduates participated in a self-administered questionnaire and a short reflective essay regarding their experiences on three metaverse platforms (ifland, Gather Town, & Frame VR). For data analysis, exploratory factor analysis was first executed to derive the underlying factors that can explain student participation in metaverse platforms. The social and interactive learning as well as individualized and behavioral learning were identified as two main contributing factors. While the three platforms had no statistical difference in terms of social presence, students' sentimentally perceived differences among them. The sentiment analysis shows that 60.00% of users were positive, followed by 53.66% of users and 51.22% of users. Furthermore, the additional keyword analysis shows why students expressed the perceived experiences of each platform in a different way. Given that the success of metaverse instruction can be dependent upon whether students regard it as beneficial, such measurements of student perception on the effectiveness of learning on metaverse platforms can offer meaningful recommendations for tech-savvy educators.
本文的主要目的是通过研究影响学生参与度的因素以及他们对不同元宇宙平台的感知体验,为新兴的元宇宙学习与教学领域增添实证数据。在数据收集方面,57名韩国本科生参与了一份关于他们在三个元宇宙平台(ifland、Gather Town和Frame VR)上的体验的自填式问卷和一篇简短的反思性文章。在数据分析方面,首先进行探索性因素分析,以得出能够解释学生参与元宇宙平台的潜在因素。社交互动学习以及个性化和行为学习被确定为两个主要促成因素。虽然这三个平台在社交临场感方面没有统计学差异,但学生在情感上能感觉到它们之间的差异。情感分析表明,60.00%的用户持积极态度,其次是53.66%的用户和51.22%的用户。此外,额外的关键词分析揭示了学生以不同方式表达对每个平台的感知体验的原因。鉴于元宇宙教学的成功可能取决于学生是否认为它有益,这种对学生对元宇宙平台学习效果的感知的测量可以为精通技术的教育工作者提供有意义的建议。