본문 바로가기
KERD
논문KCI 등재

A Study on the Impact Mechanism of VR Educational Games on Students’ Active Learning Intention -Taking Elementary School Fine Arts Teaching as an Example

0

조회

0

다운로드

0

인용

0

참고문헌

키워드

주제분류기타사회과학

초록

The study aims to figure out how to design Virtual Reality (VR) games content for the subject learning process, using VR games to create an immense and interactive learning experience and motivate students’ learning interests. In research, we use VR devices to design a fully immersive VR game of art education. Then we practiced it in an elementary school. To verify the hypothesis proposed in this study, we made a questionnaire based on the functional scales of previous research. We used SPSS and AMOS to carry out an empirical analysis of the 283 questionnaires recovered. The study results show that when VR educational games are used in teaching activities, learners’ active learning intention is affected by multiple factors such as evaluation feedback, technical availability, interaction, immersion, and imagination; evaluation feedback and technical availability are the most important factors.

Abstract

The study aims to figure out how to design Virtual Reality (VR) games content for the subject learning process, using VR games to create an immense and interactive learning experience and motivate students’ learning interests. In research, we use VR devices to design a fully immersive VR game of art education. Then we practiced it in an elementary school. To verify the hypothesis proposed in this study, we made a questionnaire based on the functional scales of previous research. We used SPSS and AMOS to carry out an empirical analysis of the 283 questionnaires recovered. The study results show that when VR educational games are used in teaching activities, learners’ active learning intention is affected by multiple factors such as evaluation feedback, technical availability, interaction, immersion, and imagination; evaluation feedback and technical availability are the most important factors.

참고문헌 (13)

  1. Chen, N. S., "Transforming the classrooms : innovative digitalgame-based learning designs and applications", Educational technology research& development, 62(2), pp.125~128 (2014)
  2. Cheng, L. K., "Measuring virtual experience ina three-dimensional virtual reality interactive simulator environment : a structuralequation modeling approach", Virtual reality, 18(3), pp.173~188 (2014)
  3. Heaysman, O., "Promoting teachers’ in-class SRL practices : effects of Authentic Interactive Dynamic Experiences(AIDE)based on simulationsand video", Instructional Science, 42(1), pp.1~33 (2022)
  4. Huang, H. M., "Investigating learners’ attitudestoward virtual reality learning environments : based on a constructivist approach", Computers & education, 55(3), pp.1171~1182 (2010)
  5. Kim, H. J., "Recent advances in wearable sensors and integrated functionaldevices for virtual and augmented reality applications", Advanced FunctionalMaterials, 31(39), pp.682~692 (2021)
  6. Lee, E. A. L., "How does desktop virtualreality enhance learning outcomes? A structural equation modeling approach", Computers & education, 55(4), pp.1424~1442 (2010)
  7. Liang, C., "In search of an index of imagination forvirtual experience designers", International journal of technology & designeducation, 23(4), pp.1037~1046 (2013)
  8. Limniou, M., "Papadopoulos N. Full immersive virtual environmentCAVETM in chemistry education" (2008), Elsevier Science Ltd
  9. Merchant, Z., "The learner characteristics, features of desktop 3D virtual reality environments, and college chemistryinstruction", Computers & education, 59(2), pp.551~568 (2012)
  10. 나지영, "VR 게임 이용 의도에 관한 연구 -기술 수용 모델을 중심으로-", 한국게임학회 논문지, 19(3), pp.53~64 (2019), 한국게임학회
  11. 교용용, "기술수용모델을 이용한 가상현실(Virtual Reality : VR) 콘텐츠 재이용 의도에 관한 연구", 한국게임학회 논문지, 19(5), pp.115~132 (2019), 한국게임학회
  12. Sims, E. M., "Reusable lifelike virtual humans for mentoring and role-playing", Computers & education, 49(1), pp.75~92 (2007)
  13. 엄남현, "System Quality, Interface Quality, Perceived Virtual Presence, and Perceived Social Presence as Predictors of Satisfaction and Intention to Replay in VR Games", 미디어 경제와 문화, 17(4), pp.53~72 (2019), (주)에스비에스[DOI]

관련 논문AI추천

이 간행물의 다른 논문 (355건)