Author:
Ho Li-Hsing,Sun Hung,Tsai Tsun-Hung
Abstract
The purpose of this study was to investigate the use of 6-DoF high immersive virtual reality for stereoscopic spatial mapping to assess the impact of perceived spatial capabilities on 3D software learning motivation. This study wasn’t a bound course with mandatory participation, and students were free to participate in the trial, and employed HTC VIVE, which provides highly immersive experiences, to elicit strong emotional responses. A total of 111 students from a university digital media department were invited to participate in a 3D VR painting experiment in which students created paintings using Google Tilt Brush. A 5-point scale based on the ARCS learning motivation model was adopted to collect student data. Perform a factor analysis of the data twice to select the appropriate factor (p = 0.000 < 0.05). Specifically, exploratory factor analysis was used to classify factors based on four constructs. The Cronbach alpha values of ARCS were 0.920, 0.929, 0.693 and 0.664, respectively, both >0.6, which still indicate favorable reliability. The results show that immersive VR can promote students’ motivation and interest in learning 3D animation. However, the practical application of this technology requires solving problems related to hardware and space.
Subject
Management, Monitoring, Policy and Law,Renewable Energy, Sustainability and the Environment,Geography, Planning and Development
Reference55 articles.
1. The Power of Interest for Motivation and Engagement;Renninger,2015
2. Innovative teaching: Using multimedia in a problem-based learning environment;Neo;Educ. Technol. Soc.,2001
3. Building effective blended learning programs;Singh;Educ. Technol.,2003
4. Gamification: Using game play process for learning 3d computer software;Lee;ICIC Express Lett. Part B Appl.,2017
5. Educational virtual environments: A ten-year review of empirical research (1999–2009)
Cited by
47 articles.
订阅此论文施引文献
订阅此论文施引文献,注册后可以免费订阅5篇论文的施引文献,订阅后可以查看论文全部施引文献