摘要
虚拟现实技术的教育应用是未来教育的重点关注领域。已有研究表明,自我效能感有助于学习者调整学习行为以适应学习环境,心流是虚拟现实环境中评估学习者学习体验的重要指标。因此,桌面虚拟现实环境的研究,应关注自我效能感影响学习结果的内在机制,分析影响过程中心流体验的功能作用。为此,基于桌面虚拟现实环境为背景,构建基于心流体验中介作用的自我效能感影响学习结果的假设模型,使用眼动追踪、脑波仪等设备采集多模态数据,利用结构方程进行模型拟合。研究发现:在桌面虚拟现实环境中,学习者的自我效能感对心流体验的内部维度均产生显著影响;心流体验对学业成绩产生显著影响,其中投入度的影响作用更为突出;心流体验对学习满意度产生显著影响,其中愉悦度的影响作用更为突出;自我效能感虽然没有直接显著地影响学业成绩与学习满意度,但通过心流体验产生了间接影响。心流体验在影响过程中具有完全中介作用,这启示教育研究者应更加重视立足心流体验的视角,优化桌面虚拟现实环境设计,提升学习结果。基于研究模型中的最优化路径及心流体验的中介作用,提出实践建议,可为今后桌面虚拟现实环境中的教学设计提供参考。
The educational application of virtual reality technology is the key field of future education.Studies have shown that self-efficacy helps students adjust their learning behavior to adapt to the learning environment,and flow is an important index to evaluate students’learning experience in virtual reality environment.Therefore,the research of the desktop virtual reality environment should pay attention to the intrinsic mechanism of self-efficacy influencing learning outcomes,analysis of the impact of process-centered flow experience.The study takes the desktop virtual reality environment as the background,constructs the hypothesis model that self-efficacy influences learning outcomes based on the mediation of flow experience,using devices such as eye-tracking and brainwave meters to capture multi-modal data,the structural equation was used to fit and analyze.The result firstly found that in the desktop virtual reality environment,students’self-efficacy has a significant impact on the internal dimensions of flow experience.Secondly,flow experience has a significant impact on academic achievement,especially on the degree of involvement;flow experience has a significant impact on learning satisfaction,and the effect of pleasure is more significant.Thirdly,although self-efficacy has no direct and significant effect on academic achievement and learning satisfaction,it has indirect effect on flow experience,and flow experience plays a mediating role in the process.This enlightens educational researchers to pay more attention to optimizing the design of desktop virtual reality environment based on the experience of flow,and to improve the learning outcomes.Finally,based on the optimal path in the research model and the mediating role of the flow experience,this article puts forward some practical suggestions.
作者
刘哲雨
刘宇晶
周继慧
Liu Zheyu;Liu Yujing;Zhou Jihui(Faculty of Education,Tianjin Normal University,Tianjin 300387)
出处
《远程教育杂志》
CSSCI
北大核心
2022年第4期55-64,共10页
Journal of Distance Education
基金
2019年度国家自然科学基金青年项目“自我调节支架促进在线深度学习:基于多模态技术的脑机制研究与支架设计模型研究”(项目编号:61907032)的研究成果。
关键词
桌面虚拟现实环境
自我效能感
心流体验
结构方程模型
Desktop Virtual Reality Environment
Self-efficacy
Flow Experience
Structural Equation Model