Developing a hands-on activity using virtual reality to help students learn by doing

被引:67
作者
Chen, Jyun-Chen [1 ]
Huang, Yun [2 ]
Lin, Kuen-Yi [2 ]
Chang, Yu-Shan [2 ]
Lin, Hung-Chang [2 ]
Lin, Chien-Yu [3 ]
Hsiao, Hsien-Sheng [2 ,4 ,5 ]
机构
[1] Natl Acad Educ Res, Res Ctr Testing & Assessment, New Taipei, Taiwan
[2] Natl Taiwan Normal Univ, Dept Technol Applicat & Human Resource Dev, 162,Sec 1,Heping E Rd, Taipei 106, Taiwan
[3] Natl Appl Res Labs, Sci & Technol Policy Res & Informat Ctr, Taipei, Taiwan
[4] Natl Taiwan Normal Univ, Chinese Language & Technol Ctr, Taipei, Taiwan
[5] Natl Taiwan Normal Univ, Inst Res Excellence Learning Sci, Taipei, Taiwan
关键词
6E model; abstract scientific concepts; hands-on ability; STEM education; virtual reality; AUGMENTED REALITY; SCIENCE; SIMULATION; EDUCATION; ENVIRONMENTS; CREATIVITY; PRODUCTS; DESIGN; IMPACT;
D O I
10.1111/jcal.12389
中图分类号
G40 [教育学];
学科分类号
040101 ; 120403 ;
摘要
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.
引用
收藏
页码:46 / 60
页数:15
相关论文
共 66 条
[1]   Advantages and challenges associated with augmented reality crossMark for education: A systematic review of the literature [J].
Akcayir, Murat ;
Akcayir, Gokce .
EDUCATIONAL RESEARCH REVIEW, 2017, 20 :1-11
[2]   Virtual reality systems enhance students' achievements in engineering education [J].
Alhalabi, Wadee S. .
BEHAVIOUR & INFORMATION TECHNOLOGY, 2016, 35 (11) :919-925
[3]  
[Anonymous], SMART STEM DRIVEN CO
[4]  
[Anonymous], 1988, Statistical power analysisfor the behavioral sciences
[5]  
[Anonymous], INT C SCHOL TEACH LE
[6]  
[Anonymous], 2014, EXEMPLARY STEM PROGR
[7]  
[Anonymous], 1972, PRINCIPLES GENETIC E
[8]  
[Anonymous], BLOOMS TAXONOMY ED O
[9]  
Bakeman R., 1997, Observing interaction: An introduction to sequential analysis, VSecond, DOI [DOI 10.1017/CB09780511527685, 10.1017/CB09780511527685]
[10]   Creative product analysis matrix: Testing the model structure and a comparison among products - Three novel chairs [J].
Besemer, SP .
CREATIVITY RESEARCH JOURNAL, 1998, 11 (04) :333-346