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Virtual Reality as a Tool for Student Orientation in Distance Education Programs

机译:虚拟现实作为远程教育计划中学生定位的工具

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Virtual reality (VR) has emerged as a popular technology for gaming and learning, with its uses forteaching presently being investigated in a variety of educational settings. However, one area wherethe effect of this technology on students has not been examined in detail is as tool for new studentorientation in colleges and universities. This study investigates this effect using an experimentalmethodology and the population of new master of library science (MLS) students entering a libraryand information science (LIS) program. The results indicate that students who received a VRorientation expressed more optimistic views about the technology, saw greater improvement inscores on an assessment of knowledge about their program and chosen profession, and saw a smalldecrease in program anxiety compared to those who received the same information as standard text-and-links. The majority of students also indicated a willingness to use VR technology for learning forlong periods of time (25 minutes or more). The researchers concluded that VR may be a useful toolfor increasing student engagement, as described by Game Engagement Theory.
机译:虚拟现实(VR)已成为游戏和学习的流行技术,其使用摘要目前正在各种教育环境中进行调查。然而,这项技术对学生的影响尚未进行详细审查,是高校新学生化的工具。本研究调查了使用实验性培养学和图书馆学硕士(MLS)学生进入图书馆和信息科学(LIS)计划的培训效果。结果表明,接受vrorientation的学生对该技术表达了更加乐观的看法,在评估他们的计划和所选职业的知识上看到了更大的改进,并且与那些收到标准相同信息的人员焦虑的节目焦虑。文本和链接。大多数学生还表明愿意使用VR技术来学习钟长时间(25分钟或更长时间)。研究人员得出结论,VR可能是一项有用的工具,增加了学生参与,如游戏参与理论所述。

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