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The impact of multimodal collaborative virtual environments on learning: A gamified online debate

机译:多模式协同虚拟环境对学习的影响:赌博在线辩论

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Online learning platforms are integrated systems designed to provide students and teachers with information, tools and resources to facilitate and enhance the delivery and management of learning. In recent years platform designers have introduced gamification and multimodal interaction as ways to make online courses more engaging and immersive. Current Web-based platforms provide a limited degree of immersion in learning experiences, thereby diminishing potential learning impact. To improve immersion, it is necessary to stimulate some or all the human senses by engaging users in an environment that perceptually surrounds them and allows intuitive and rich interaction with other users and its content. Learning in these collaborative virtual environments (CVEs) can be aided by increasing motivation and engagement through the gamification of the educational task. This rich interaction that combines multimodal stimulation and gamification of the learning experience has the potential to draw students into the learning experience and improve learning outcomes. This paper presents the results of an experimental study designed to evaluate the impact of multimodal real-time interaction on user experience and learning of gamified educational tasks completed in a CVE. Secondary school teachers and students participated in the study. The multimodal CVE is an accurate reconstruction of the European Parliament in Brussels. developed using the REVERIE (Real and Virtual Engagement In Realistic Immersive Environment) framework. In the study, we compared the impact of the VR parliament to a non-multimodal control (an educational platform called Edu-Simulation) for the same educational tasks. Our results show that the multimodal CVE improves student learning performance and aspects of subjective experience when compared to the non-multimodal control. More specifically it resulted in a more positive effect on the ability' of the students to generate ideas compared to a non-multimodal control. It also facilitated a sense of presence (strong emotional and a degree of spatial) for students in the VE. The paper concludes with a discussion of future work that focusses on combining the best features of both systems in a hybrid system to increase its educational impact and evaluate the prototype in real-world educational scenarios.
机译:在线学习平台是集成系统,旨在为学生和教师提供信息,工具和资源,以方便,增强学习的交付和管理。近年来,平台设计师介绍了游戏化和多模式互动作为制作在线课程更多吸引和沉浸性的方法。目前基于Web的平台在学习经验中提供有限程度的沉浸性,从而缩短潜在的学习影响。为了改善浸入,有必要通过在感知围绕它们的环境中使用用户刺激一些或所有人类感官,并允许与其他用户的直观和丰富的互动及其内容。在这些协作虚拟环境中学习(CVES)可以通过提高动力和通过教育任务的游戏来帮助实现。这种结合多式化刺激和学习经验的游戏的丰富的互动有可能将学生吸引学习经验并改善学习结果。本文介绍了一个实验研究的结果,旨在评估多式数实时互动对用户体验和在CVE完成的赌博教育任务的学习的影响。中学教师和学生参加了这项研究。多模式CVE是布鲁塞尔欧洲议会的准确重建。使用遐想(现实和虚拟参与的沉浸式环境)开发。在研究中,我们将VR议会的影响与相同的教育任务相比,VR议会对非多媒体控制(称为EDU-Simulation的教育平台)的影响。我们的研究结果表明,与非多媒体控制相比,多模式CVE提高了学生学习性能和主观经验的方面。更具体地说,它对学生与非多媒体控制相比生成思想的能力更积极影响。它还促进了VE学生的存在感(强烈的情绪和空间)。本文讨论了对未来工作的讨论,重点关注混合系统中两个系统的最佳特征,以增加其教育影响,并评估现实世界教育情景中的原型。

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