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1.
ABSTRACT

This article provides the first review of the existing literature consolidating research into the use of virtual, augmented and mixed reality technologies within K–12 educational environments. The review explores the peer-reviewed scholarly studies conducted between 2006 and May 2017, which involved the use of virtual reality (VR), augmented reality (AR) or mixed reality (MR) technologies in the instruction of students in elementary, middle or high school. The literature revealed common themes including collaboration, communication, critical thinking, attitude, engagement, learning, motivation, performance or achievement, and technology (used or proposed). This literature review will contribute to the field by providing clarity on definitions for VR, AR and MR technologies in consideration of educational use, present an overview of the existing research on VR, AR and MR specific to K–12 educational environments and identify future research needs and directions.  相似文献   

2.
Although cadavers constitute the gold standard for teaching anatomy to medical and health science students, there are substantial financial, ethical, and supervisory constraints on their use. In addition, although anatomy remains one of the fundamental areas of medical education, universities have decreased the hours allocated to teaching gross anatomy in favor of applied clinical work. The release of virtual (VR) and augmented reality (AR) devices allows learning to occur through hands‐on immersive experiences. The aim of this research was to assess whether learning structural anatomy utilizing VR or AR is as effective as tablet‐based (TB) applications, and whether these modes allowed enhanced student learning, engagement and performance. Participants (n = 59) were randomly allocated to one of the three learning modes: VR, AR, or TB and completed a lesson on skull anatomy, after which they completed an anatomical knowledge assessment. Student perceptions of each learning mode and any adverse effects experienced were recorded. No significant differences were found between mean assessment scores in VR, AR, or TB. During the lessons however, VR participants were more likely to exhibit adverse effects such as headaches (25% in VR P < 0.05), dizziness (40% in VR, P < 0.001), or blurred vision (35% in VR, P < 0.01). Both VR and AR are as valuable for teaching anatomy as tablet devices, but also promote intrinsic benefits such as increased learner immersion and engagement. These outcomes show great promise for the effective use of virtual and augmented reality as means to supplement lesson content in anatomical education. Anat Sci Educ 10: 549–559. © 2017 American Association of Anatomists.  相似文献   

3.
The concepts of virtualization for facilitating learning have become the focus of attention in several countries. Yet, the limited understanding of how technologies such as augmented reality (AR) and virtual reality (VR) can be used to improve the learning and teaching of science makes it difficult for educational policy makers to apply additional measures in order to ensure the availability of equipment and trained staff. A semi-structured interview was used to gather data from primary school teachers about the challenges and prospects of utilizing VR and AR technologies in teaching science subjects. A set of evidence and recommendations on AR and VR utilization for teaching science were provided based on an interview of 29 science teachers. It was determined that lack of competency, limited instructional design, lack of focused attention, lack of time, and limited environmental resources were common challenges in VR and AR utilization. In addition, we found that both technologies can be used to promote exploratory behavior and perceived usefulness and develop a positive attitude. Other findings related to these aspects were identified and described. The outcomes from this study can provide insights for administrators and policy makers to set priorities for using VR and AR in school practice to carry out various reflective and exploration tasks.  相似文献   

4.
The purpose of this review was to identify the different augmented reality (AR) modalities used to teach anatomy to students, health professional trainees, and surgeons, and to examine the assessment tools used to evaluate the performance of various AR modalities. A scoping review of four databases was performed using variations of: (1) AR, (2) medical or anatomical teaching/education/training, and (3) anatomy or radiology or cadaver. Scientific articles were identified and screened for the inclusion and exclusion criteria as per Preferred Reporting Items for Systematic Reviews and Meta-Analyses with extension for scoping reviews guidelines. Virtual reality was an exclusion criterion. From this scoping review, data were extracted from a total of 54 articles and the following four AR modalities were identified: head-mounted display, projection, instrument and screen, and mobile device. The usability, feasibility, and acceptability of these AR modalities were evaluated using a variety of quantitative and qualitative assessment tools. Within more recent years of AR integration into anatomy education, the assessment of visuospatial ability, cognitive load, time on task, and increasing academic achievement outcomes are variables of interest, which continue to warrant more exploration. Sufficiently powered studies using validated assessment tools must be conducted to better understand the role of AR in anatomical education.  相似文献   

5.
Virtual reality (VR), augmented reality (AR), mixed reality (MR), and extended reality (XR) are examples of immersive technologies that have the potential to improve medical practice and education. As a result, they have recently sparked much research interest. However, there are few reviews related to the use of immersive technologies (including VR, AR, MR, and XR) in medical practice and education. Remarkably, six research questions related to the trends, application areas, recipients, teaching contents, evaluation methods, and performance remain unanswered. To this end, this study conducts a systematic review to analyse 128 articles from 2012 source papers, all of which are indexed in the Web of Science. The review results indicate that immersive technology is currently used primarily on surgery and anatomy-related subjects for doctors, medical students and interns. Furthermore, group experiments are the most commonly used data collection method. The results provide insights into the current research trends related to immersive technology applications for medical practice and education. They also serve as an essential reference for scholars in the medical practice and education contexts.  相似文献   

6.
7.
Advanced technologies have been widely applied in medical education, including human-patient simulators, immersive virtual reality Cave Automatic Virtual Environment systems, and video conferencing. Evaluating learner acceptance of such virtual reality (VR) learning environments is a critical issue for ensuring that such technologies are used to greatest effect. This research describes the use of high performance real-time interactive software (VR4MAX) to build a prototype 3D VR learning system. A questionnaire survey was distributed to 167 university students to investigate learner attitudes toward learning via VR applications. Experimental results show that immersion and imagination features of VR-mediated course contents have a positive impact on perceived usefulness, and can also predict perceived ease of use, both of which contributors to behavioral intention of learners to use VR learning systems. Overall, this research validates the relationship between three features of VR and learners' behavioral intention to use VR learning. The results could prove helpful in guiding future research related to VR learning.  相似文献   

8.
Virtual reality (VR) platforms act as a potentially transformative tool in learning and teaching. The aim of this study was to examine pre-service teachers’ (PST) perceptions about VR, inclusive of their beliefs about its capacity to be used as a teaching and learning tool. A case-study, conducted at an urban university in Australia involved a sample of = 41. Participants’ positive perceptions of VR in their teaching relate to its potential to engage learners, the immersive potential of the platform and the scope of VR to offer students experiences they might otherwise not have with other learning tools. Concerns expressed by PSTs include their relatively low self-efficacy to use VR in their teaching, monitoring-related matters, financial cost and implementing the technology in a safe and supportive way. There was a significant difference in PSTs’ amount of self-efficacy to teach using VR when compared to their overall confidence to use digital technologies. PSTs typically had greater awareness of the immersive and engagement potential of VR and less awareness about its potential to foster and promote collaborative learning. This paper contributes to an emerging discourse regarding the possible applications of VR in educational environments and particularly in relation teacher-educator contexts.  相似文献   

9.
There is a lack of theory-driven empirical research that evaluates outcomes of location-based augmented reality (AR) applications with the purpose of improving instructional design and use guidelines. The primary aim of this study was to compare the effectiveness of two historical reasoning guide protocols, one based on prior research by Harley and colleagues (2016a; the other an extension) while learners used a mobile AR app to learn about history. Learners reported significantly higher levels of enjoyment and curiosity from learning about history than using the app itself, though mean levels were high for both—in contrast to negative emotions. Results suggest that the new and extended historical reasoning guide protocol succeeded in fostering higher levels of knowledge than the former. Findings also revealed that learners reported significantly higher levels of task value after the guided tour compared to their pre-guided-tour responses. Implications and future directions are discussed.  相似文献   

10.
Abstract

This research was conducted on two groups of pre-service elementary teachers (PSETs) (N?=?38) in a pre/post within-subjects design. Participants were asked to critique, create, and evaluate the use of virtual reality (VR) classroom applications during a three-stage intervention. Pre/post questionnaires assessed the change in attitudes toward using VR and technology when teaching. Participants felt significantly more ready to teach science using computer-based technology (t = 7.23, p < .0001) following the intervention. Qualitative analysis of responses showed that PSETs were positive about their VR experience and had come to see VR apps as supplementary educational tools. The majority of the PSET teams successfully created original instructional material using VR, increasing their self-efficacy.  相似文献   

11.
随着计算机软硬件技术和信息技术的发展,虚拟现实技术得到长足的发展,也推动教育技术的信息化和现代化。本文介绍了虚拟现实技术相关知识及虚拟现实教育技术环境创建的问题。  相似文献   

12.
高伟  颜蕾  郭瑾 《教育技术导刊》2021,19(12):231-234
近年来,随着我国中等职业教育的快速发展,如何更好地培养适应社会生产需要、有较强实践能力的应用型人才成为当前突出的问题。然而,教育实践环节面临的安全环境难以搭建、设备及教师数量不足等问题严重影响了教学效果,进而阻碍中职教育的发展。虚拟现实技术具有沉浸性、交互性和想象性等特点,为解决上述问题提供了契机。针对当前虚拟现实技术在中职实训教学中的应用,提出做好传统实操课模式与虚拟现实搭建操作环境的结合互容,搭建企业、中职、虚拟现实研发三方合作平台等建议,并对未来在VR基础上融合使用AR、MR、XR等新技术的创新教学方法作出展望。  相似文献   

13.
虚拟现实网络平台在远程教育中有着广泛的应用前景,但目前在技术上还欠成熟,加之许多教育工作者对虚拟现实网络平台缺乏了解,从而制约了该技术的应用。针对这一现状,本文介绍了分布式虚拟网络平台的研究现状,分析和比较了两款Web3D虚拟场景的分布式网络平台,提出了分布式网络平台的改进方法并阐述了其在远程教育中的应用。  相似文献   

14.
文章通过培养虚拟现实/增强现实(VR/AR)技术人才,研发VR/AR教学类产品,制定出一条有利于学校、教师、学生、社会、行业发展的高校VR/AR技术人才培养路径。第一,优化创新体系,打破学科界限,促进学生间的知识交互,推动学生知识形态螺旋式发展,形成多学科交叉汇聚、共生共享的创新研究群体。第二,完善培养体制,开展基于成果导向教育(OBE)理念的成果展示,丰富学生与教师、所开发产品使用者的互动,探索VR/AR技术体验式教学方法,拓展优质课堂内容,创新考核方式。第三,推动高层次认知、高互动、高品质的VR/AR教学类产品的成果转化与应用。  相似文献   

15.
The use of augmented reality (AR) in teaching and studying neuroanatomy has been well researched. Previous research showed that AR-based learning of neuroanatomy has both alleviated cognitive load and was attractive to young learners. However, how the attractiveness of AR effects student motivation has not been discovered. Therefore, the motivational effects of AR were investigated in this research by the use of quantitative and qualitative methods. Motivation elicited by the GreyMapp-AR, an AR application, was investigated in medical and biomedical sciences students (n = 222; mean age: 19.7 ± 1.4 years) using the instructional measure of motivation survey (IMMS). Additional components (i.e., attention, relevance, confidence, and satisfaction) were also evaluated with motivation as measured by IMMS. Additionally, 19 students underwent audio-recorded individual interviews which were transcribed for qualitative analysis. Males regarded the relevance of AR significantly higher than females (P < 0.024). Appreciation of the GreyMapp-AR program was found to be significantly higher in students studying biomedical sciences as compared to students studying medicine (P < 0.011). Other components and scores did not show significant differences between student groups. Students expressed that AR was beneficial in increasing their motivation to study subcortical structures, and that AR could be helpful and motivating for preparing an anatomy examination. This study suggests that students are motivated to study neuroanatomy by the use of AR, although the components that make up their individual motivation can differ significantly between groups of students.  相似文献   

16.
This experimental study was intended to examine whether the integration of game characteristics in the OpenSimulator-supported virtual reality (VR) learning environment can improve mathematical achievement for elementary school students. In this pre- and posttest experimental comparison study, data were collected from 132 fourth graders through an achievement test. The same math problem-solving tasks were provided to the experimental and control groups in the VR learning setting. Tasks for the experimental group involved the game characteristics of challenges, a storyline, immediate rewards, and the integration of game-play in the learning content. Analysis of covariance with the achievement test results indicated a significant effect of game-based learning (GBL) in the VR environment, in comparison with non-GBL in the VR environment, in promoting math knowledge test performance.  相似文献   

17.
Web deployable anatomical simulations or “virtual reality learning objects” can easily be produced with QuickTime VR software, but their use for online and mobile learning is being limited by the declining support for web browser plug‐ins for personal computers and unavailability on popular mobile devices like Apple iPad and Android tablets. This article describes complementary methods for creating comparable, multiplatform VR learning objects in the new HTML5 standard format, circumventing platform‐specific limitations imposed by the QuickTime VR multimedia file format. Multiple types or “dimensions” of anatomical information can be embedded in such learning objects, supporting different kinds of online learning applications, including interactive atlases, examination questions, and complex, multi‐structure presentations. Such HTML5 VR learning objects are usable on new mobile devices that do not support QuickTime VR, as well as on personal computers. Furthermore, HTML5 VR learning objects can be embedded in “ebook” document files, supporting the development of new types of electronic textbooks on mobile devices that are increasingly popular and self‐adopted for mobile learning. Anat Sci Educ 6: 263–270. © 2012 American Association of Anatomists.  相似文献   

18.
We investigated the impact of an augmented reality (AR) versus interactive simulation (IS) activity incorporated in a computer learning environment to facilitate students' learning of a socio-scientific issue (SSI) on nuclear power plants and radiation pollution. We employed a quasi-experimental research design. Two classes (a total of 45 ninth-grade students) were randomly assigned to either the AR or IS treatments. We compared three outcome variables of the AR and IS groups: knowledge of and attitude towards the SSI, and perceptions of the AR or IS feature. We also examined the interplay among the three variables within each of the two groups. The results indicated no significant differences in knowledge and attitude, but a significant difference in the perceptions between the two groups. Moreover, different patterns of correlations among the variables were identified. The implication includes educational impact of emerging AR technologies to support affective aspects of student learning of SSIs.  相似文献   

19.
Augmented reality (AR) has recently been utilized as an integrative teaching tool in medical curricula given its ability to view virtual objects while interacting with the physical environment. The evidence for AR in medical training, however, is limited. For this reason, the purpose of this mixed method study was to evaluate the implementation of overlaying donor-specific diagnostic imaging (DSDI) onto corresponding body donors in a fourth-year, dissection-based, medical elective course entitled anatomy for surgeons (AFS). Students registered in AFS course were separated into groups, receiving either DSDI displayed on Microsoft HoloLens AR head-mounted display (n = 12) or DSDI displayed on iPad (n = 15). To test for the change in spatial ability, students completed an anatomical mental rotation test (AMRT) prior to and following the AFS course. Students also participated in a focus group discussion and completed a survey at the end of AFS, analyzed through thematic triangulation and an unpaired, Mann Whitney U test respectively, both addressing dissection experience, DSDI relevancy to dissection, and use of AR in anatomical education. Although statistically significant differences were not found when comparing student group AMRT scores, survey and discussion data suggest that the HoloLens had improved the students' understanding of, and their spatial orientation of, anatomical relationships. Trunk dissection quality grades were significantly higher with students using the HoloLens. Although students mentioned difficulties with HoloLens software, with faculty assistance, training, and enhanced software development, there is potential for this AR tool to contribute to improved dissection quality and an immersive learning experience.  相似文献   

20.
Video is a widely used medium in teacher training for situating student teachers in classroom scenarios. Although the emerging technology of virtual reality (VR) provides similar, and arguably more powerful, capabilities for immersing teachers in lifelike situations, its benefits and risks relative to video formats have received little attention in the research to date. The current study used a randomized pretest–posttest experimental design to examine the influence of a video- versus VR-based task on changing situational interest and self-efficacy in classroom management. Results from 49 student teachers revealed that the VR simulation led to higher increments in self-reported triggered interest and self-efficacy in classroom management, but also invoked higher extraneous cognitive load than a video viewing task. We discussed the implications of these results for pre-service teacher education and the design of VR environments for professional training purposes.

Practitioner notes

What is already known about this topic
  • Video is a popular teacher training medium given its ability to display classroom situations.
  • Virtual reality (VR) also immerses users in lifelike situations and has gained popularity in recent years.
  • Situational interest and self-efficacy in classroom management is vital for student teachers' professional development.
What this paper adds
  • VR outperforms video in promoting student teachers' triggered interest in classroom management.
  • Student teachers felt more efficacious in classroom management after participating in VR.
  • VR also invoked higher extraneous cognitive load than the video.
Implications for practice and/or policy
  • VR provides an authentic teacher training environment for classroom management.
  • The design of the VR training environment needs to ensure a low extraneous cognitive load.
  相似文献   

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