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1.
    
There is a large volume of published studies describing the positive role of Augmented Reality (AR) in educational settings. However, there is a paucity of empirical work that explores its role in supporting primary school pupil's motivation and creativity. Moreover, numerous studies have confirmed that pupils have difficulties in learning geometry and thinking geometrically. In this context, this paper explores the possibility of using AR software for low-grade primary school pupils to enhance their creative thinking and increase their motivation during the informal geometry training course. A research-based design process is adopted to replicate the primary school pupil's learning in this study, where pupils in the experimental group used mobile application to access AR virtual manipulatives, pupils in the control group used physical manipulatives. The applied AR technology allows pupils to handle 2D and 3D rounded corners and simple closed curves to find the most effective solutions for some learning challenges. Sixty-two pupils from the first-grade primary school in Egypt have participated in this study with the aim of investigating: (a) the primary school pupil's achievements and creative thinking in using AR techniques, and (b) the specific strategies that can increase their motivation and engagement. The most obvious finding to emerge from this study is that there was no statistically significant difference between the groups in geometry learning achievement, while statistically significant differences were found between the groups in the motivation and creative thinking skills in favour of the experimental group.  相似文献   

2.
虚拟现实技术是近年兴起的一门综合性信息技术,在教育领域内具有广泛的前景,同时也对传统教学产生了很大的冲击。本文介绍了一些虚拟现实技术的基本知识及一些基本理论,通过这些来提示广大教师,用先进的思想和行动来改善教学环境和教学方法。  相似文献   

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Virtual Reality: A State-of-the-Art Survey   总被引:1,自引:0,他引:1  
This paper presents a survey on virtual reality systems and provides an in-depth understanding toward the notion of immersion, according to the semantic meanings of the terms ``virtual' and ``reality'. The paper analyses the structure and functions of a virtual reality system and takes the three dimensional display as the immersive medium to identify the key issues for construction of virtual environments. The paper also reviews the development of virtual reality technology and introduces new image processing techniques into the design of virtual reality systems and virtual environments.  相似文献   

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This study combined virtual reality (VR) technology, the 6E (Engage, Explore, Explain, Engineer, Enrich, and Evaluate) model, and STEM (Science, Technology, Engineering, and Mathematics) education to develop a hands-on activity aimed at helping students to achieve “learning by doing.” The participants were 162 tenth-grade students, divided into the Experimental Group (hands-on activity using VR technology) and the Control Group (hands-on activity via lectures). Using sequential analysis, this study investigated how the hands-on activity influenced the students' behavioral patterns in learning. The results showed that all of the students' learning performances and hands-on abilities were enhanced. Moreover, the students who used VR technology achieved both significantly better learning performances and hands-on abilities, indicating that VR might be able to help the students understand abstract scientific concepts and build mental models, which they used to internalize and organize knowledge structures. Furthermore, this study discovered that the students who learned using VR technology formed a cyclical learning pattern, starting with a group discussion (G), moving on to solving problems (S) and developing a product (D), and then going back to another group discussion. However, the students who learned via lectures produced a linear learning pattern in the order of G→S→D.  相似文献   

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随着网络时代的来临,网络教育迅猛发展.将虚拟现实技术(Virtual Reality)应用于网络教育中,结合网络教育的特点,可以仿真学校的校园环境.虚拟现实是计算机与用户之间的一种更为理想化的人-机界面形式,能够为学生提供生动、逼真的学习环境,学生能够成为虚拟环境的一名参与者,在虚拟环境中扮演一个角色.真实、互动、情节化的特点是虚拟现实技术独特的魅力所在.  相似文献   

8.
虚拟现实技术的研究进展与未来的挑战   总被引:4,自引:0,他引:4  
本文阐述了虚拟现实技术的内涵 ,综述了虚拟现实技术及其它在一些特殊的专业领域应用的国内外最近研究进展 ,并介绍了其研究目前亟需解决的主要问题 .指出虚拟现实技术的发展 ,将会给人类带来巨大的改观 ,它在许多不同领域的应用 ,将带来巨大的经济效益 .  相似文献   

9.
This paper presents an overview of the uses of virtual reality in education. It draws particularly on three projects, the West Denton High School in Newcastle, the Human-Computer Interface Technology Laboratory's summer school in Seattle and the Shepard School for children with special needs in Nottingham. In each of these projects, there is distinctive relationship between the learning experience and the experience of virtual worlds. Here, the concern will not be with the pedagogical value of these projects, which have been documented elsewhere, but with the wider contribution that they can make to our understanding of virtual environments. To do this, it examines in each case how the virtual reality systems are integrated into the curriculum, how these systems relate to the learning process, the usability of the systems, and the possibilities and constraints of the virtual worlds. By comparing these with other emerging virtual reality applications, such as entertainment games, it can be seen that different systems present a variety of possibilities for constructing presence in, and interaction with, virtual environments.  相似文献   

10.
The present investigation evaluated the effects of virtual reality (VR) training on the performance, perceived workload and stress response to a live training exercise in a sample of Soldiers. We also examined the relationship between the perceptions of that same VR as measured by engagement, immersion, presence, flow, perceived utility and ease of use with the performance, workload and stress reported on the live training task. To a degree, these latter relationships were moderated by task performance, as measured by binary (Go/No-Go) ratings. Participants who reported positive VR experiences also tended to experience lower stress and lower workload when performing the live version of the task. Thus, VR training regimens may be efficacious for mitigating the stress and workload associated with criterion tasks, thereby reducing the ultimate likelihood of real-world performance failure.

Practitioner Summary: VR provides opportunities for training in artificial worlds comprised of highly realistic features. Our virtual room clearing scenario facilitated the integration of Training and Readiness objectives and satisfied training doctrine obligations in a compelling engaging experience for both novice and experienced trainees.  相似文献   


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Virtual reality (VR), augmented reality (AR) and mixed reality (MR) have sparked recently in improving the effectiveness of teacher education. However, there is a lack of review regarding the utilisation of these technologies in this field. These three technologies, namely VR, AR and MR, can be collectively referred to as extended reality (XR) (as mentioned in reference Tang et al., 2022).  相似文献   

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Motivation is one of the important factors that increase the success of athletes, especially who lift weights. It increases not only the success of the athletes but also influences other notions such as increasing self-confidence, decreasing anxiety, and improving endurance. Although motivation has a key role in the performance of athletes, most of the athletes may be fully motivated only in competition environments. However, being motivated only in competition environments is not enough for athletes since they spend most of their time in training. If they are motivated in training environments as motivated as in competition environments, they can increase their performance, however, being motivated during training sessions is not easy since there are not enough motivational factors, such as spectators, in training environments. In order to solve this problem, this study aims to increase the motivation levels of powerlifters during training sessions by developing a virtual competition environment. In this environment, the athletes experience a virtual competition environment by using HTC Vive. To understand the efficiency of the virtual environment, it was tested with 32 professional athletes. The findings illustrated that using VR technology was beneficial to increase the level of motivation of powerlifters during training sessions.  相似文献   

13.
虚拟现实技术是一门综合性很强的高新技术,该技术被广泛应用于先进制造、军事模拟、数字城市、生物医学等众多领域.本文追溯了虚拟现实技术的起源,探讨了该技术的三大特点:沉浸感、交互性和构想性,并根据沉浸的不同程度将虚拟现实技术分为四大类型:桌面式虚拟现实、沉浸式虚拟现实、增强现实的虚拟现实以及分布式虚拟现实.  相似文献   

14.
虚拟现实技术在现代教学中的应用研究   总被引:2,自引:0,他引:2  
虚拟现实技术是一门综合性信息技术,它融合了数字图像处理、计算机图形学、多媒体技术、传感器技术等多个信息技术,提供了更高级的集成性和交互性,给人以愈发逼真的场景.虚拟现实技术作为新型的教学媒体已广泛应用于教育领域.主要探讨虚拟现实技术的基本特征以及它在现代教学中的作用和应用.  相似文献   

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研究和探索了远程教育和虚拟技术相结合的优势和关键问题,针对甘南藏区远程教育发展的现状与需求,分析研究了建设甘南藏区远程教育虚拟教学平台的关键技术和系统的框架结构。  相似文献   

16.
计算机远程教育与多媒体技术   总被引:4,自引:0,他引:4  
唐伟 《电脑学习》2000,(2):20-21
对计算机远程教育的手段改革、实施的必要性、方法等诸多问题作一概述,并着重阐述远程教育中应加强使用多媒体技术。  相似文献   

17.
本文研究了远程教育平台中虚拟现实技术的应用途径以及VRMDEP的实现,提出构建VRMDEP的总体框架,设计虚拟同步与异步教学系统,构建模拟场景以实现用户之间的交互。  相似文献   

18.
化工企业的安全生产是至关重要的,而生产过程中事故的发生往往和人的不安全行为紧密相关,因此对职工的日常安全教育工作格外重要。基于对化工企业日常安全教育工作的考察,研究了化工企业安全培训工作中的信息化方法,并设计开发了石化企业安全教育系统,提供面向职工的安全信息培训、考核、管理方法,结合多媒体、虚拟现实等技术提高了教育的真实感和参与度。该系统基于B/S模式开发,使用.net框架和各种Web技术完成了3层架构的可扩展系统,并利用JavaScript脚本实现了网页内的虚拟现实场景交互试题。目前该系统已在某化工企业成功运行,其使用已成为部门绩效考核的一部分。  相似文献   

19.
This paper is written from a human factors perspective and discusses research into some of the side-effects of head-coupled immersive virtual reality. The paper provides a broad overview of the history of virtual reality and highlights some of the important current human factors issues. Reasons why side-effects of virtual reality technology may be expected are then discussed with particular reference to the literature on motion sickness and simulator sickness. A study is described which set out to document the frequency of occurrence and severity of side-effects of immersion in virtual reality. One hundred and fifty subjects took part in this study and were immersed in a virtual environment for 20 minutes. Sixty-one percent of the subjects were documented as reporting symptoms at some point during the 20 minute immersion period and a 10 minute post-immersion period. Five percent of the subjects had to withdraw from the study due to the severity of their symptoms. This finding led to further research that attempted to reduce the side-effects observed. Studies investigating the use of adaptation and the anti-motion sickness drug hyoscine hydrobromide are described. Both of these methods of reducing the side-effects of virtual reality proved successful with the hyoscine proving to be a very rapid method of symptom reduction.  相似文献   

20.
    
Learning a foreign language requires interaction with language input while involved in a task. Given that problem-based learning (PBL) offers hands-on application in realistic contexts, and that virtual reality (VR) enables learners to interact with multiple modalities of information, this study examines how the integration of VR technology into PBL contexts affects students' motivation for, problem-solving during, and vocabulary acquisition in learning English as a foreign language (EFL). A total of 84 engineering majors who enrolled in a course of English for specific purposes were randomly assigned to either an experimental group or a control group. Students in the experimental group participated in a VR-assisted PBL context, in which they were to view a PBL scenario using VR technology and then to create VR videos about solving the given problems. Those in the control group participated in a PBL context without the use of VR technology for viewing and solving the identical scenario. After the intervention, all the students wrote a problem-solving analysis, took a vocabulary knowledge test, completed a learning motivation questionnaire, and participated in individual interviews. The results showed that the students in the experimental group significantly outperformed those in the control group in terms of vocabulary acquisition, and were more motivated to learn English related to their future careers, whereas there was no significant difference in the problem-solving performance of the two groups. Implications of these findings highlight the value of engaging EFL learners in immersive environments for contextualized learning through the integrated use of VR and PBL.  相似文献   

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