頁籤選單縮合
| 題 名 | 探討教育元宇宙平臺之不同整合層次在混合同步教學對學生社會臨場感與學習參與度的影響=Exploring the Effects of Different Integration Levels of EWova Platforms on Students' Sense of Social Presence and Learning Engagement in Hybrid Synchronous Teaching |
|---|---|
| 作 者 | 王政弘; 盧俐雯; 吳聲毅; | 書刊名 | 教育傳播與科技研究 |
| 卷 期 | 138 2025.08[民114.08] |
| 頁 次 | 頁1-19 |
| 分類號 | 521.52 |
| 關鍵詞 | 社會臨場感; 教育元宇宙平臺; 混合同步教學; 虛擬實境; 學習參與度; Social presence; EWova; Blended synchronous teaching; Virtual reality; Learning engagement; |
| 語 文 | 中文(Chinese) |
| DOI | 10.6137/RECT.202508_(138).0001 |
| 中文摘要 | 遠距學習中學生的互動性與參與感不易產生,加上城鄉教育資源差距,形成亟待解決的挑戰。為因應此困境,本研究結合虛擬實境(virtual reality, VR)與混合同步教學,建構具沉浸互動性的教育元宇宙學習場景。研究對象為三所國小五年級學生,採跨校同步異地分組合作學習,任務為製作家鄉文化遺產影片之腳本分鏡表。採準實驗設計,分為三組:一、控制組透過平面螢幕進行同步課程,未使用VR設備亦無互動;二、實驗組A使用VR設備參與延展實境(extended reality, XR)直播教學,透過教育元宇宙平臺進行虛擬互動,由現場教師引導,屬中階整合層次;三、實驗組B使用VR設備即時參與XR直播教學,利用教育元宇宙平臺虛擬互動(主播端),現場教師透過導播機匯入XR直播教學與線上教師共同授課,進行課程引導說明,屬高階整合層次。本研究比對不同整合層次下教育元宇宙策略如何引發社會臨場感與學習參與度,並檢核沉浸式學習的歷程。結果顯示,兩實驗組社會臨場感顯著高於控制組;學習參與度亦顯著優於控制組,顯示多端互動與即時引導具正向效果。研究支持社會臨場感與多層參與理論,並補足教育元宇宙實踐,教師協同設計與沉浸技術整合之經驗,為未來異地協同教學與沉浸學習提供實證基礎與建議。 |
| 英文摘要 | The rapid advancement of digital technologies has engendered considerable transformations in educational practices. The COVID-19 pandemic prompted a rapid surge in the adoption of distance learning, expanding opportunities for educational resource sharing across geographical barriers. However, distance learning models also face challenges, including limited interaction and engagement among students and disparities in educational resources between urban and rural areas. To address these concerns, this study integrated virtual reality (VR) technology with a blended synchronous teaching model on the EWova platform to construct a learning scenario in an immersive and interactive educational metaverse to enhance students' sense of social presence and learning engagement. The study included three groups of fifth-grade students from three elementary schools in Taiwan: a control group, which watched the lessons on a flat screen without using VR devices (a traditional distance learning scenario); experimental group A, which used VR devices to watch and virtually interact with live extended reality (XR) teaching materials; and experimental group B, which used VR devices to participate in live broadcasts and virtually interact with the teacher in real time. The effects of different VR integration levels on the learning process were analyzed using quantitative and qualitative data. Results indicated that students in the two experimental groups exhibited significantly higher social presence than those in the control group, particularly regarding interaction and emotional engagement. Moreover, the groups differed significantly in terms of engagement, with the anchor group (experiment group B) exhibiting the highest performance; this suggests that interaction with and immediate guidance from the teacher positively affected students' behavior and emotional engagement. The findings support the theory of social presence and multilevel participation and enrich understanding of teachers' experiences with collaborative design and immersive technology integration, offering an empirical basis for future instructional design in educational metaverse environments. |
本系統中英文摘要資訊取自各篇刊載內容。