| 4,240 | 87 | 84 |
| 下载次数 | 被引频次 | 阅读次数 |
该文针对VR/AR教学的实际应用和全国VR/AR教学大赛的赛事推广需求,从VR/AR教学体验设计角度,分析了VR/AR教学体验设计的多面性,从心理学视角列出了VR/AR教学体验包含的内容,论述了VR/AR教学体验设计的方法;综合动机设计、情感设计和教学设计等多角度,提出了VR/AR教学体验的分层构成模型;提出了VR/AR教学体验应用模型,将相应体验分为方法性体验、技能性体验、知识性体验和启发探索性体验,并给出系统的设计方法;从用户界面、交互性、可用性等几个方面,提出了VR/AR教学体验设计的评价标准,在VR/AR教学体验应用理论基础性研究上进行了探索。
Abstract:On the basis of the Generative VR/AR Learning Experience Framework, this paper analyzes the multi-faceted nature of VR/AR learning experience design, lists the VR/AR learning experience contents from the psychology point of view, and discusses the approach for VR/AR learning experience design, for the promotion of the educational application of VR/AR technology and the national VR/AR Design Contest event. From the perspectives of motivation design, emotional design and instructional design, this paper puts forward a Layered Constitutive Model of VR/AR Learning Experience. An Application Design Framework of VR/AR Learning Experience is proposed, and the corresponding experience is divided into four categories: method-oriented experience, skilloriented experience, knowledge-oriented experience and exploration-oriented experience, with relevant design methods presented. From the aspects of user interface, interactivity and usability, the Evaluation Heuristics of VR/AR Learning Experience Design is proposed, which explores the basic theory of VR/AR learning experience design and application.
[1]李小平,陈建珍等.AR/VR学习情境设计问题的研究[J].现代教育技术,2017,(8):12-17.
[2]李小平,张琳等.虚拟现实/增强现实下混合形态教学设计研究[J].电化教育研究,2017,(7):20-25.
[3]Mihaly Csikszentmihalyi.Flow:The psychology of optimal experience[M].New York:Harper and Row,1990.
[4]Mcdowall I E.An industrial approach to design compelling VR and AR experience[C].Bellingham:SPIE Press,2013.
[5]Jordan P W.Designing pleasurable products-an introduction to the new human factors[M].Boca Rato:CRC Press,2002.
[6]William Mc Dougall.The Energies of Men:A Study of the Fundamentals of Dynamic Psychology[M].London:Methuen&Co.,Ltd.,1932.
[7]Ekman P,Friesen W V,Ellsworth P.Emotion in the human face:Guidelines for research and an integration of findings[M].New York:Pergamon Press,1972.
[8]Reiss S.Multifaceted Nature of Intrinsic Motivation:The Theory of 16Basic Desires.[J].Review of General Psychology,2004,8(3):179-193.
[9]Pine B J,Gilmore J H.The Experience Economy:Work is Theatre&Every Business a Stage[M].Cambridge:Harvard Business School,1999.
[10]Brabander C J D,Martens R L.Towards a unified theory of task-specific motivation[J].Educational Research Review,2014,11(1):27-44.
[11]Marzano R J,Pickering D J.The highly engaged classroom[M].Bloomington:Solution Tree Press,2013.
[12]吴祥恩,陈晓慧.混合学习视角下在线临场感教学模型研究[J].中国电化教育,2017,(8):66-73.
[13]Bulu S T.Place presence,social presence,co-presence,and satisfaction in virtual worlds[J].Computers&Education,2012,58(1):154-161.
[14]王广新,刘兴波.虚拟现实情境内临场感的结构、影响因素与特征[J].中国电化教育,2010,(11):52-56.
[15]唐纳德·A·诺曼.设计心理学:情感设计[M].北京:中信出版社,2012.
[16]Trevor van Gorp,Edie Adams.Design for Emotion[M].Burlington:Morgan Kaufmann,2012.
[17]赵慧勤,孙波.网络环境下基于虚拟现实技术的情感教学环境的构建[J].中国电化教育,2009,(4):101-104.
[18]Csikszentmihalyi M.Finding flow:The psychology of engagement with everyday life[M].New York:Basic Books,1997.
[19]Rusu C,Mu?oz R,Roncagliolo S,et al.Usability Heuristics for Virtual Worlds[C].Wilmington:IARIA,2011.
[20]Sutcliffe A,Gault B.Heuristic evaluation of virtual reality applications[J].Interacting with Computers,2004,16(4):831-849.
[21]Kalalahti J.Developing usability evaluation heuristics for augmented reality applications[D].Lappeenranta:Lappeenranta University of Technology,2015.
[22]Mikropoulos T A,Natsis A.Educational virtual environments:Aten-year review of empirical research(1999-2009)[J].Computers&Education,2011,56(3):769-780.
[23]王辞晓,李贺,尚俊杰.基于虚拟现实和增强现实的教育游戏应用及发展前景[J].中国电化教育,2017,(8):99-107.
[24]刘德建,刘晓琳,张琰等.虚拟现实技术教育应用的潜力、进展与挑战[J].开放教育研究,2016,22(4):25-31.
[25]魏民.在职业教育应用视角下的VR/AR技术[J].中国电化教育,2017,(3):10-15.
基本信息:
中图分类号:G434
引用信息:
[1]李小平,赵丰年,张少刚,等.VR/AR教学体验的设计与应用研究[J].中国电化教育,2018,No.374(03):10-18.
基金信息:
国家自然科学基金“云环境下基于图形化预定义和参数化方法的视频对象行为分析关键技术研究”(项目编号:61240044);; 广电总局重点项目“基于云平台的网络影视在线教育关键技术研究与应用”;; 北京市教育信息化建设项目(项目编号:1330037061314)资助
2018-03-08
2018-03-08
2018-03-08