The impact of situated learning activities on technology university students' learning outcome

Author:

Chiou Hua-Huei

Abstract

PurposeThe purpose of this study was to investigate 3D virtual reality (VR) situated activity, preschool reality and how the lecture teaching method affects technology university students' learning outcome.Design/methodology/approachThe quasi-experimental design is used. Participants are 144 students in three classes who all take Child Development Assessment course. Research instruments include 3D VR animation, preschool live video and child development as the case. One class attended 3D VR situated activities, another observed preschool live video and the other takes a traditional lecture class. Learning outcomes were measured by two paper-and-pencil tests in different times and with one performance assessment. In the writing test, mechanical and meaningful questions were included.FindingsMajor findings of this study are, first, that the auxiliary learning of 3D VR is better than the real-life situation. Second, situational learning activities can enhance participant performance in context-based questions. In summary, this study found that well-organized 3D VR animation is more effective than live situation learning, especially for context-based course content.Research limitations/implicationsThe lack of random assignment into test groups leads to non-equivalent test groups which can limit the generalizability of the results to other student population.Practical implicationsThe findings of this study suggest that teachers can gradually arrange learning activities, from 3D VR to a real applied workplace; situated learning activities are more likely to support the transfer knowledge to real-life problem solving.Originality/valueThe findings suggest that teachers in arranging the classroom context activities can be the first to use 3D VR before actual reality to avoid novices getting lost in the complicated real situations. If learning activities can be arranged gradually, from 3D VR to real applied workplace, situated learning activities can help students to deploy their newly acquired knowledge and skills in real-life problem solving.

Publisher

Emerald

Subject

Business, Management and Accounting (miscellaneous),Education,Life-span and Life-course Studies

Reference36 articles.

1. Integrating knowledge, skills and attitudes: conceptualizing learning processes towards vocational competence;Educational Research Review,2011

2. Using multimedia and Web3D to enhance anatomy teaching;Computers and Education,2007

3. Bridges, S., Green, J., Botelho, M.G. and Tsang, P.C.S. (2015), “Blended learning and PBL: an interactional ethnographic approach to understanding knowledge construction in-situ”, in Walker, A., Leary, H., Hmelo-Silver, C.E. and Ertmer, P.A. (Eds), Essential Readings in Problem-Based Learning, Purdue University Press, IN, pp. 107-130.

4. Brown, J.S. and Collins, A. (1988), “The computer as a tool for learning through reflection”, in Mandl, H. and Lesgold, A. (Eds), Learning Issues for Intelligent Tutoring Systems, Springer, NY, pp. 1-18.

5. Situated cognition and the culture of learning;Educational Researcher,1989

同舟云学术

1.学者识别学者识别

2.学术分析学术分析

3.人才评估人才评估

"同舟云学术"是以全球学者为主线,采集、加工和组织学术论文而形成的新型学术文献查询和分析系统,可以对全球学者进行文献检索和人才价值评估。用户可以通过关注某些学科领域的顶尖人物而持续追踪该领域的学科进展和研究前沿。经过近期的数据扩容,当前同舟云学术共收录了国内外主流学术期刊6万余种,收集的期刊论文及会议论文总量共计约1.5亿篇,并以每天添加12000余篇中外论文的速度递增。我们也可以为用户提供个性化、定制化的学者数据。欢迎来电咨询!咨询电话:010-8811{复制后删除}0370

www.globalauthorid.com

TOP

Copyright © 2019-2024 北京同舟云网络信息技术有限公司
京公网安备11010802033243号  京ICP备18003416号-3