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从具身认知视角看虚拟现实科学与教育游戏的设计策略:基于文献的元分析

Design strategies for VR science and education games from an embodied cognition perspective: a literature-based meta-analysis.

作者信息

Lin Xiuyu, Li Runbo, Chen Zhirong, Xiong Jiayi

机构信息

School of Information Technology in Education, South China Normal University, Guangzhou, China.

出版信息

Front Psychol. 2024 Jan 8;14:1292110. doi: 10.3389/fpsyg.2023.1292110. eCollection 2023.

Abstract

INTRODUCTION

Natural science education, as an important means to improve the scientific literacy of citizens, combines science education games with virtual reality (VR) technology and is a major developmental direction in the field of gamified learning.

METHODS

To investigate the impact of VR science education games on learning efficiency from the perspective of embodied cognition, this study uses the China National Knowledge Infrastructure (CNKI) and Web of Science (WOS) databases as the main source of samples. A meta-analysis of 40 studies was conducted to examine teaching content, game interaction, and immersion mode.

RESULTS

The study found that (1) VR science and education games have a moderately positive impact on the overall learning effect; (2) regarding teaching content, the learning effect of skill training via VR science and education games is significant; (3) regarding interaction form, the learning effect on active interaction is significantly better than that of passive interaction; (4) regarding immersion mode, somatosensory VR games have a significant impact on the enhancement of students' learning; (5) regarding application disciplines, VR science education games have a greater impact on science, engineering, language and other disciplines; (6) regarding academic segments, the learning effect on college students is most significant; and (7) regarding experimental intervention time, short-term intervention is most effective.

DISCUSSION

Accordingly, this article proposes strategies for VR science game design from the perspective of embodied cognition: a five-phase strategy including skill training, human-computer interaction, and environmental immersion, aiming to improve the learning effect and experience of users.

摘要

引言

自然科学教育作为提高公民科学素养的重要手段,将科学教育游戏与虚拟现实(VR)技术相结合,是游戏化学习领域的一个主要发展方向。

方法

为了从具身认知的角度研究VR科学教育游戏对学习效率的影响,本研究以中国知网(CNKI)和科学引文索引(WOS)数据库作为主要样本来源。对40项研究进行了元分析,以考察教学内容、游戏交互和沉浸模式。

结果

研究发现:(1)VR科学教育游戏对整体学习效果有中等程度的积极影响;(2)在教学内容方面,通过VR科学教育游戏进行技能训练的学习效果显著;(3)在交互形式方面,主动交互的学习效果显著优于被动交互;(4)在沉浸模式方面,体感VR游戏对学生学习的增强有显著影响;(5)在应用学科方面,VR科学教育游戏对科学、工程、语言等学科有较大影响;(6)在学术阶段方面,对大学生的学习效果最为显著;(7)在实验干预时间方面,短期干预最为有效。

讨论

据此,本文从具身认知的角度提出了VR科学游戏设计策略:一个包括技能训练、人机交互和环境沉浸的五阶段策略,旨在提高用户的学习效果和体验。

https://cdn.ncbi.nlm.nih.gov/pmc/blobs/ce94/10801899/a40f12710119/fpsyg-14-1292110-g001.jpg

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