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基于虚拟现实环境开展的动觉学习是一种可以调动人的视觉、听觉等多种感官认知的学习过程,对人类的认知发展具有促进作用。然而,应用虚拟现实技术开展动觉学习,既是技术的问题,也是教学方法的问题。该研究在虚拟现实环境及其支持的STEM教育现状研究的基础上,以认知学习理论为指导,抽取"同化""顺应""机械学习""意义学习"四类关键要素,提出了虚拟现实环境支持的学习者动觉学习机制框架(RM2A),包含:同化知识的机械学习(RA1)、顺应知识的机械学习(RA2)、同化知识的意义学习(MA1)和顺应知识的意义学习(MA2),设计了STEM融合知识的交互模块结构、路径与软硬件实现方式,并根据动觉学习机制框架开展了虚拟现实技术支持的STEM项目实证研究。案例选择美国某州立大学的"CSS"STEM项目,通过双组前后测实验结果,分析得到实验组成绩高于对照组成绩并且差异显著的结论,通过统计分析过程,发现虚拟现实环境支持的动觉学习机制与学生能力发展的诸多关系,使得该研究提出的虚拟现实环境动觉学习机制的理论框架得到了验证。因此该研究既为虚拟现实等技术对学生学习的影响机制提供了理论解释和实践验证,也丰富了STEM实践研究范例,具有重要的理论价值与实践意义。
Abstract:Gesture-based technology(GBT), an interactive virtual reality method, can enable teachers and students to use computers or virtual environments to interact with educational resources. Based on GBT and STEM education literature reviews, this research designed an RM2A cognitive learning model for a GBT-based STEM project. The RM2A model included four cognitive learning pathways: Rote learning to assimilation(RA1), Rote learning to accommodation(RA2), Meaningful learning to assimilation(MA1), and Meaningful learning to accommodation(MA2). To evaluate the effectiveness of the RM2A model, this research employed an empirical study based on a STEM project with "O" state university student participants in the US. The results from the data analysis indicate that the GBT-based RM2A model led students' development of self-learning, collaborative learning, problem-solving, and creativity development. This research will be helpful for those who study either virtual reality or the educational implementation of GBT by better explaining the link between virtual reality resources and students' learning.
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基本信息:
中图分类号:G434
引用信息:
[1]华子荀.虚拟现实技术支持的学习者动觉学习机制研究[J].中国电化教育,2019,No.395(12):16-23.
基金信息:
中国博士后科学基金第65批面上资助项目“基于虚拟现实技术的STEM学科融合知识动觉学习机制研究”(项目编号:2019M652945);; 广州市哲学社会科学发展“十三五”规划2019年度羊城青年学人课题“教育信息化2.0背景下粤港澳大湾区教育质量提高与均衡发展效益辐射模式研究”(课题编号:2019GZQN20)研究成果
2019-12-06
2019-12-06
2019-12-06