沉浸式虚拟现实技术对学习及其迁移的影响
The Impact of Immersive Virtual Reality Technology on Learning and Its Transfer
摘要: 近年来,虚拟现实技术发展迅速并被运用于各种领域。其中,沉浸式虚拟现实技术逐渐被运用于培训和教学,沉浸式虚拟现实技术对学习和学习迁移的研究目前还处于一个起步阶段。本文整理概述沉浸式虚拟现实技术与学习及其迁移的相关研究,主要基于沉浸式虚拟现实技术的课程学习和技能训练等相关研究;以及沉浸式虚拟现实学习的理论模型等。旨在梳理当前基于沉浸式虚拟现实技术的学习及其迁移的研究现状,也提出一些建议,希望可以为后续研究提供一些启发。
Abstract: In recent years, virtual reality technology has developed rapidly and has been applied in various fields. Among them, immersive virtual reality technology is gradually used in training and teach-ing, and the research on learning and learning transfer of immersive virtual reality technology is still in its infancy. This paper summarizes the related research on learning and migration based on immersive virtual reality technology, mainly based on the related research on course learning and skill training based on immersive virtual reality technology; and the theoretical model of immersive virtual reality learning. This paper aims to sort out the current research status of learning and its transfer based on immersive virtual reality technology, and puts forward some suggestions, hoping to provide some inspiration for future research.
文章引用:肖芬妮. 沉浸式虚拟现实技术对学习及其迁移的影响[J]. 社会科学前沿, 2023, 12(9): 4857-4864. https://doi.org/10.12677/ASS.2023.129662

参考文献

[1] Makransky, G., Lilleholt, L. and Aaby, A. (2017) Development and Validation of the Multimodal Presence Scale for Virtual Reality Environments: A Confirmatory Factor Analysis and Item Response Theory Approach. Computers in Human Behavior, 72, 276-285. [Google Scholar] [CrossRef
[2] Yip, J., Wong, S.H., Yick, K.L., Chan, K. and Wong, K.H. (2019) Improving Quality of Teaching and Learning in Classes by Using Augmented Reality Video. Computers & Education, 128, 88-101. [Google Scholar] [CrossRef
[3] 崔钰婷, 赵志群. 虚拟现实技术对学生学习绩效的影响——基于59项实验或准实验研究的元分析[J]. 中国远程教育(综合版), 2020(11): 59-67.
[4] Baceviciute, S., Cordoba, A.L., Wismer, P., Jensen, T.V., Klausen, M. and Makransky, G. (2022) Investigating the Value of Immersive Virtual Reality Tools for Organizational Training: An Applied International Study in the Biotech Industry. Journal of Computer Assisted Learning, 38, 470-487. [Google Scholar] [CrossRef
[5] Baceviciute, S., Lucas, G., Terkildsen, T. and Makransky, G. (2022) Investigating the Redundancy Principle in Immersive Virtual Reality Environments: An Eye-Tracking and EEG Study. Journal of Computer Assisted Learning, 38, 120-136. [Google Scholar] [CrossRef
[6] Elme, L., Jorgensen, M.L.M., Dandanell, G., Mottelson, A. and Makransky, G. (2022) Immersive Virtual Reality in STEM: Is IVR an Effective Learning Medium and Does Adding Self-Explanation after a Lesson Improve Learning Outcomes? Educational Technology Research and Development, 70, 1606-1626. [Google Scholar] [CrossRef] [PubMed]
[7] Liu, Z.M., Fan, X., Liu, Y. and Ye, X.D. (2022) Effects of Immersive Virtual Reality Cardiopulmonary Resuscitation Training on Prospective Kindergarten Teachers’ Learning Achievements, Attitudes and Self-Efficacy. British Journal of Educational Technology, 53, 2050-2070. [Google Scholar] [CrossRef
[8] 王济军, 魏雪峰. 虚拟实验的“热”现状与“冷”思考[J]. 中国电化教育, 2011(4): 126-129.
[9] Perkins, D.N. and Salomon, G. (1989) Are Cognitive Skills Context-Bound? Educational Researcher, 18, 16-25. [Google Scholar] [CrossRef
[10] Mikropoulos, T.A. and Natsis, A. (2011) Educational Virtual Environments: A Ten-Year Review of Empirical Research (1999-2009). Computers & Education, 56, 769-780. [Google Scholar] [CrossRef
[11] Buttussi, F. and Chittaro, L. (2018) Effects of Different Types of Virtual Reality Display on Presence and Learning in a Safety Training Scenario. IEEE Transactions on Visualization and Computer Graphics, 24, 1063-1076. [Google Scholar] [CrossRef
[12] Cummings, J.J. and Bailenson, J.N. (2016) How Immersive Is Enough? A Meta-Analysis of the Effect of Immersive Technology on User Presence. Media Psychology, 19, 272-309. [Google Scholar] [CrossRef
[13] 胡艺龄, 常馨予, 吴忭. 沉浸式虚拟现实(IVR)对实验技能迁移的影响: 学习风格的调节作用[J]. 远程教育杂志, 2021, 39(2): 63-71.
[14] Meyer, O.A., Omdahl, M.K. and Makransky, G. (2019) Investigating the Effect of Pre-Training When Learning through Immersive Virtual Reality and Video: A Media and Methods Experiment. Computers & Education, 140, Article ID: 103603. [Google Scholar] [CrossRef
[15] Harris, D.J., Bird, J.M., Smart, P.A., Wilson, M.R. and Vine, S.J. (2020) A Framework for the Testing and Validation of Simulated Environments in Experimentation and Training. Frontiers in Psychology, 11, Article 605. [Google Scholar] [CrossRef] [PubMed]
[16] Zhong, Z., Zhang, G., Jin, S., Wang, J., Ma, N. and Feng, S. (2022) Investigating the Effect of Peer Instruction on Learners with Different Cognitive Styles in VR-Based Learning Environment. Education and Information Technologies, 27, 11875-11899. [Google Scholar] [CrossRef
[17] Wu, B., Yu, X. and Gu, X. (2020) Effectiveness of Immersive Virtual Reality Using Head-Mounted Displays on Learning Performance: A Meta-Analysis. British Journal of Educational Technology, 51, 1991-2005. [Google Scholar] [CrossRef
[18] Makransky, G. and Petersen, G.B. (2021) The Cognitive Affective Model of Immersive Learning (CAMIL): A Theoretical Research-Based Model of Learning in Immersive Virtual Reality. Educational Psychology Review, 33, 937-958. [Google Scholar] [CrossRef
[19] Alavi, M. and Leidner, D.E. (2001) Research Commentary: Technology-Mediated Learning—A Call for Greater Depth and Breadth of Research. Information Systems Research, 12, 1-10. [Google Scholar] [CrossRef
[20] Bransford, J.D., Franks, J.J. and Vye, N.J. (1986) The Transfer of Learning. In: Wittrock, M.C., Ed., Handbook of Research on Teaching (3rd Edition), Macmillan, New York, 465-486.
[21] Makransky, G., Borre-Gude, S. and Mayer, R.E. (2019) Motivational and Cognitive Benefits of Training in Immersive Virtual Reality Based on Multiple Assessments. Journal of Computer Assisted Learning, 35, 691-707. [Google Scholar] [CrossRef
[22] Li, Y., Zhang, J., Sun, W., Wang, J. and Gao, X (2017) VREX: Virtual Reality Education Expansion Could Help to Improve the Class Experience (VREX Platform and Community for VR Based Education). 2017 IEEE Frontiers in Education Conference (FIE), Indianapolis, 18-21 October 2017, 1-5.
[23] Buttussi, F. and Chittaro, L. (2018) Effects of Different Types of Virtual Reality Display on Presence and Learning in a Safety Training Scenario. IEEE Transactions on Visualization and Computer Graphics, 24, 1063-1076. [Google Scholar] [CrossRef] [PubMed]
[24] Broyer, R.M., Miller, K., Ramachandran, S., Fu, S., Howell, K. and Cutchin, S. (2021) Using Virtual Reality to Demonstrate Glove Hygiene in Introductory Chemistry Laboratories. Journal of Chemical Education, 98, 224-229. [Google Scholar] [CrossRef
[25] Gasteiger, N., van der Veer, S.N., Wilson, P. and Dowding, D. (2022) How, for Whom, and in Which Contexts or Conditions Augmented and Virtual Reality Training Works in Upskilling Health Care Workers: Realist Synthesis. JMIR Serious Games, 10, e31644. [Google Scholar] [CrossRef] [PubMed]
[26] Logishetty, K., Rudran, B. and Cobb, J.P. (2019) Virtual Reality Training Improves Trainee Performance in Total Hip Arthroplasty: A Randomized Controlled Trial. Bone & Joint Journal, 101B, 1585-1592. [Google Scholar] [CrossRef
[27] Lohre, R., Bois, A.J., Pollock, J.W., Lapner, P., McIlquham, K., Athwal, G.S. and Goel, D.P. (2020) Effectiveness of Immersive Virtual Reality on Orthopedic Surgical Skills and Knowledge Acquisition among Senior Surgical Residents: A Randomized Clinical Trial. JAMA Network Open, 3, e2031217. [Google Scholar] [CrossRef] [PubMed]
[28] Molan, S., Weber, D. and Kor, M. (2022) Shaping Children’s Knowledge and Response to Bushfire through Use of an Immersive Virtual Learning Environment. Journal of Educational Computing Research, 60, 1399-1435. [Google Scholar] [CrossRef
[29] Chen, C.Y. (2022) Immersive Virtual Reality to Train Preservice Teachers in Managing Students’ Challenging Behaviours: A Pilot Study. British Journal of Educational Technology, 53, 998-1024. [Google Scholar] [CrossRef
[30] Ijsselsteijn, W.A. and Riva, G. (2003) Being There: The Experience of Presence in Mediated Environments. IOS Press, Amsterdam.
[31] Moore, J.W. and Fletcher, P.C. (2012) Sense of Agency in Health and Disease: A Review of Cue Integration Approaches. Consciousness and Cognition, 21, 59-68. [Google Scholar] [CrossRef] [PubMed]
[32] Johnson-Glenberg, M.C. (2019) The Necessary Nine: Design Principles for Embodied VR and Active Stem Education. In: Díaz, P., Ioannou, A., Bhagat, K. and Spector, J., Eds., Learning in a Digital World, Springer, Singapore, 83-112. [Google Scholar] [CrossRef