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Abstract:
The development of intellectualization trend in online education has been characterized by constructing a multi-terminal immersive learning environment. Virtual reality (VR) technology has been increasingly used in online education to create multisensory interactive learning. However, the technical features of this technology, including high immersion and strong interactions, have not been entirely played substantially. Consequently, improvements in the perceptual learning effect have been hindered. To address these issues, this study built a novel VR interaction model for perceptual learning by introducing reflective thinking variables and individual participation factors from the task-technology fit perspective. Furthermore, the deployment strategy of this model used to build a VR education system was proposed. The usability evaluation results of the proposed model show that the path hypothesis of the novel model is verified. Particularly, the path coefficients of reflective thinking, learner participation, and instructor participation factors on the perceptual learning effect were 0.238 (p < 0.01), 0.398 (p < 0.001), and 0.348 (p < 0.001), respectively. Compared to the traditional VR education system, the immersion and interaction of the VR education system using the proposed deployment strategy were enhanced by 4.9% and 10.7%, respectively. Further, learners' perceptual learning effect improved by 5.3%.
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MULTIMEDIA TOOLS AND APPLICATIONS
ISSN: 1380-7501
Year: 2022
Issue: 15
Volume: 81
Page: 21385-21416
3 . 6
JCR@2022
3 . 0 0 0
JCR@2023
ESI Discipline: COMPUTER SCIENCE;
ESI HC Threshold:61
JCR Journal Grade:2
CAS Journal Grade:4
Cited Count:
WoS CC Cited Count: 3
SCOPUS Cited Count: 3
ESI Highly Cited Papers on the List: 0 Unfold All
WanFang Cited Count:
Chinese Cited Count:
30 Days PV: 0
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