VR교육형 게임에 대한 학생의 몰입도가 학습효과에 미치는영향메커니즘 연구
A Study on the Impact Mechanism of Student Immersion on the Learning Effect of Virtual Reality Educational Games
1
조회
0
다운로드
1
인용
0
참고문헌
키워드
초록
This study aims to improve students’ learning effect by analyzing the impact mechanism of students’ immersion in VR educational games on the learning effect. From the perspective of immersion, this study used the questionnaire method. The research object is the VR earthquake game. This research constructs the impact mechanism of student learning effect of VR educational games. This study investigates 315 students for a questionnaire. This study also tested and analyzed the model. There was a significant positive correlation between immersion and the learning effect. There were significant differences between game frequency, game experience, and immersion. There were no significant differences between gender, game preference, and immersion.
Abstract
This study aims to improve students’ learning effect by analyzing the impact mechanism of students’ immersion in VR educational games on the learning effect. From the perspective of immersion, this study used the questionnaire method. The research object is the VR earthquake game. This research constructs the impact mechanism of student learning effect of VR educational games. This study investigates 315 students for a questionnaire. This study also tested and analyzed the model. There was a significant positive correlation between immersion and the learning effect. There were significant differences between game frequency, game experience, and immersion. There were no significant differences between gender, game preference, and immersion.
참고문헌 (11)
- Chen, H., "Flow on the Net-Detecting Web Users’ Positive Affects and Their FlowStates", Computers in Human Behavior, 22(2), pp.221~233 (2006)
- Csikszentmihalyi, M., "Toward a psychology of optimal experience", Flow and the foundations of positive psychology, 1(1), pp.209~226 (2014)
- Csikszentmihalyi, M., "Optimal experience: Psychological studies of flow in consciousness", Cambridge university press. Education, 27(1), pp.45~62 (1992)
- Fabricatore, C., "Game-based learning as a meaning making-driven activity process: a human factors perspective", ECGBL 201913th European Conference on Game-Based Learning, 1, pp.218~ (2019)
- Garris, R., "Games, Motivation, and Learning : A Research and Practice Model", Simulation& Gaming, 33(4), pp.441~467 (2002)
- Ho, L. A., "How Can One Amplify the Effect of E-Learning? An Examination of High—Tech Employees’ Computer Attitude and Flow Experience", Computers in Human Behavior, 26(1), pp.23~31 (2010)
- Kiili, K., "Foundation for Problem-Based Gaming", British Journal of Educational Technology, 38(3), pp.394~404 (2007)
- Malone, T. W., "Aptitude, learning, and instruction, 2(1)", pp.223~254 (2021), Routledge
- Novak, T. P., "Measuring the Customer Experience in Online Environments : A Structural Modeling Approach", J. Marketing Science, 19(1), pp.22~42 (2000)
- Sun Yanlin, "A study of athletes’ fluent mental state", Journal of Tianjin Institute of Physical Education, 33(3), pp.12~15 (2000)
- Yan, Z. C., "The current status of immersion theory research and its implications for distance education", Journal of Guangzhou Radio and Television University, (1), pp.16~20 (2010)
