虚拟现实
班级(哲学)
数学教育
计算机科学
沉浸式(数学)
教育游戏
基于游戏的学习
多媒体
人机交互
心理学
人工智能
数学
纯数学
作者
Ai-Li Shi,Yamin Wang,Nan Ding
标识
DOI:10.1080/10494820.2019.1681467
摘要
As an emerging learning platform, game-based immersive virtual reality learning environments (GIVRLEs) have the potential to solve difficult teaching problems. This study designed a GIVRLE by integrating knowledge of quadratic functions into gameplay. Forty seventh graders who had never acquired that knowledge played the game and took pre- and posttests. An additional 60 seventh graders took the same math tests as controls. The results showed significant improvements in math achievement and learning motivation between the pre- and posttests among students who played the game. No enhancement of math achievement was found in the control students. The playability survey and user experience questionnaire verified the suitability of the game. The findings indicate that a GIVRLE is a suitable tool for addressing teaching difficulties in K–12. The notion of intrinsic integration between learning content and gameplay based on simulated daily activity tasks is further discussed.
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