| 研究生: |
黃煒翔 HUANG,WEI-XIANG |
|---|---|
| 論文名稱: |
使用元宇宙環境對合作科學探究之成效與行為影響 The Impact of Metaverse Environments on the Performance and Behavior in Collaborative Scientific Inquiry |
| 指導教授: |
劉晨鐘
Chen Chung Liu |
| 口試委員: | |
| 學位類別: |
碩士 Master |
| 系所名稱: |
資訊電機學院 - 資訊工程學系 Department of Computer Science & Information Engineering |
| 論文出版年: | 2024 |
| 畢業學年度: | 112 |
| 語文別: | 中文 |
| 論文頁數: | 113 |
| 中文關鍵詞: | 元宇宙 、科學探究 、電腦輔助之合作學習 |
| 外文關鍵詞: | Metaverse, Science Inquiry, Computer Supported Collaborative Learning |
| 相關次數: | 點閱:9 下載:0 |
| 分享至: |
| 查詢本校圖書館目錄 查詢臺灣博碩士論文知識加值系統 勘誤回報 |
在2019年的COVID-19大流行之後,由於現實中社交距離的限制,人們被迫將工作及教育等活動轉為線上的形式。在教育方面若僅將課程內容轉為影片或投影片等資源放在網路上,缺乏互動性的學習環境會使學生處在被動且學習興趣低落的狀態,並無法達到在現實學校一樣的學習成效。因此能提供高度擬真程度和沉浸感的元宇宙成為了人們關注的重點,且在以發展許久的腦輔助之合作學習(Computer Support Collaborative Learning, CSCL)領域中也提到社交上的互動也與學習內容互動同樣重要,元宇宙中透過虛擬化身(Avatar)來表現出表情、動作並能使用語音交流等功能與CSCL的發展方向相當契合。且由於元宇宙中能以虛擬物件進行互動的特性,使得進行科學探究重複實驗的成本降低並在天文或歷史等主題的探究式學習成為可能的發展方向。
本研究招募2所學校中67名高中生為研究對象,並依照學校分為實驗組和控制組,分別以元宇宙環境和一般網路學習環境進行合作科學探究活動。學生能自由分組並以小組共同回答探究問題表單,合作科學探究活動分為上午和下午各90分鐘。在兩組活動前、後各發放一份學習興趣量表及科學概念試題來探討學生在活動前後的學習興趣及學習成效。元宇宙環境將蒐集學生在環境中的移動軌跡,並輸入至虛擬空間之學習行為分析工具「Virtual Space Learning Analysis Tool」(VSLAT)中來觀察學生的學習行為。
研究結果發現相較於網頁環境,以元宇宙環境來進行合作科學探究的學生在學習興趣和學習成效上有較高的提升。且在觀察VSLAT的小組軌跡圖和相遇分布甘特圖後發現元宇宙環境中的4種合作特殊時刻。本研究在最後根據實驗結果給出將元宇宙應用在教育領域的未來方向及建議。
After the COVID-19 pandemic in 2019, due to the restrictions on social distancing in real life, people were compelled to shift activities such as work and education to online formats. In the realm of education, merely converting course content into videos or slides and placing them online results in a lack of interactive learning environments, which can leave students in a passive state with low learning interest, thereby failing to achieve the same learning outcomes as in physical schools. Consequently, the metaverse, which offers a high degree of realism and immersion, has garnered significant attention. In the field of Computer-Supported Collaborative Learning (CSCL), which has been developed over many years, it is noted that social interaction is as crucial as interaction with learning content. The metaverse, with its ability to represent expressions and actions through virtual avatars and facilitate voice communication, aligns well with the development direction of CSCL. Additionally, the metaverse's capability to interact with virtual objects reduces the cost of conducting scientific inquiries and broadens the scope of topics.
This study designs a collaborative scientific inquiry activity within a metaverse environment. The study involves 67 high school students from two schools, divided into experimental and control groups according to their respective schools, with the experimental group engaging in the inquiry activity within a metaverse environment and the control group using online webpages. Students could freely form groups and collaboratively answer inquiry question sheets, with the inquiry activities divided into two 90-minute sessions in the morning and afternoon. Before and after the activities, a learning interest questionnaire and a science concept test were administered to explore the students' learning effectiveness. The metaverse environment collected students' movement trajectories within the environment and input them into the Virtual Space Learning Analysis Tool (VSLAT) to observe students' learning behaviors.
The results of the study found that students engaged in scientific inquiry within the metaverse environment showed higher improvements in learning interest and effectiveness. Furthermore, by observing group trajectory maps and encounter distribution Gantt charts in VSLAT, four distinct collaborative scenarios were identified in the metaverse environment. Based on the experimental results, the study concludes with future directions and recommendations for applying the metaverse in the field of education.
吳一平 (2023)。TPACK 元宇宙學習平台之合作與學習行為分析。國立中央大學資訊 工程研究所碩士論文,桃園縣。
Castronova, E. (2001). Virtual worlds: A first-hand account of market and society on the cyberian frontier. Available at SSRN 294828.
Chang, C. J., Liu, C. C., Wu, Y. T., Chang, M. H., Chiang, S. F., Chiu, B. C., ... & Chang, C. K. (2016). Students' perceptions on problem solving with collaborative computer simulation. In 24th International Conference on Computers in Education, ICCE 2016 (pp. 166-168). Asia-Pacific Society for Computers in Education.
Cheng, R., Wu, N., Chen, S., & Han, B. (2022). Will metaverse be nextg internet? vision, hype, and reality. IEEE network, 36(5), 197-204.
Dahan, N. A., Al-Razgan, M., Al-Laith, A., Alsoufi, M. A., Al-Asaly, M. S., & Alfakih, T. (2022). Metaverse framework: A case study on E-learning environment (ELEM). Electronics, 11(10), 1616.
Díaz, J., Saldaña, C., & Avila, C. (2020). Virtual world as a resource for hybrid education. International Journal of Emerging Technologies in Learning (iJET), 15(15), 94-109.
Dionisio, J. D. N., Iii, W. G. B., & Gilbert, R. (2013). 3D virtual worlds and the metaverse: Current status and future possibilities. ACM Computing Surveys (CSUR), 45(3), 1-38.
Dwivedi, Y. K., Hughes, L., Baabdullah, A. M., Ribeiro-Navarrete, S., Giannakis, M., Al-Debei, M. M., ... & Wamba, S. F. (2022). Metaverse beyond the hype: Multidisciplinary perspectives on emerging challenges, opportunities, and agenda for research, practice and policy. International Journal of Information Management, 66, 102542.
Hussain, A., Azeem, M., & Shakoor, A. (2011). Physics teaching methods: scientific inquiry vs traditional lecture. International journal of humanities and social science, 1(19), 269-276.
Hwang, G. J., & Chien, S. Y. (2022). Definition, roles, and potential research issues of the metaverse in education: An artificial intelligence perspective. Computers and Education: Artificial Intelligence, 3, 100082.
Kaddoura, S., & Al Husseiny, F. (2023). The rising trend of Metaverse in education: Challenges, opportunities, and ethical considerations. PeerJ Computer Science, 9, e1252.
Kim, H., & Kim, M. (2023). Presence and effectiveness of online learning using a metaverse platform: Gather. town. International Journal of Information and Education Technology, 13(4), 690-695.
Kline, R. B. (2010). Principles and Practice of Structural Equation Modeling (3th ed.). New York, NY: The Guilford Press.
Kreijns, K., Kirschner, P. A., & Jochems, W. (2003). Identifying the pitfalls for social interaction in computer-supported collaborative learning environments: a review of the research. Computers in human behavior, 19(3), 335-353.
Kye, B., Han, N., Kim, E., Park, Y., & Jo, S. (2021). Educational applications of metaverse: possibilities and limitations. Journal of educational evaluation for health professions, 18.
Leask, B. (2004). Internationalisation outcomes for all students using information and communication technologies (ICTs). Journal of Studies in International Education, 8(4), 336-351.
Lee, L. H., Braud, T., Zhou, P., Wang, L., Xu, D., Lin, Z., ... & Hui, P. (2021). All one needs to know about metaverse: A complete survey on technological singularity, virtual ecosystem, and research agenda. arXiv preprint arXiv:2110.05352.
Lin, H., Wan, S., Gan, W., Chen, J., & Chao, H. C. (2022, December). Metaverse in education: Vision, opportunities, and challenges. In 2022 IEEE International Conference on Big Data (Big Data) (pp. 2857-2866). IEEE.
Linnenbrink-Garcia, L., Durik, A. M., Conley, A. M., Barron, K. E., Tauer, J. M., Karabenick, S. A., & Harackiewicz, J. M. (2010). Measuring situational interest in academic domains. Educational and psychological measurement, 70(4), 647-671.
Ma, X., Liu, J., Liang, J., & Fan, C. (2023). An empirical study on the effect of group awareness in CSCL environments. Interactive learning environments, 31(1), 38-53.
Meier, C., Saorín, J., de León, A. B., & Cobos, A. G. (2020). Using the roblox video game engine for creating virtual tours and learning about the sculptural heritage. International Journal of Emerging Technologies in Learning (iJET), 15(20), 268-280.
Mistretta, S. (2022). The metaverse—An alternative education space. AI, Computer Science and Robotics Technology.
Mystakidis, S. (2022). Metaverse. Encyclopedia, 2(1), 486-497.
National Research Council, Division of Behavioral, Social Sciences, Board on Science Education, National Committee on Science Education Standards, & Assessment. (1996). National science education standards. National Academies Press.
Ng, D. T. K. (2022). What is the metaverse? Definitions, technologies and the community of inquiry. Australasian Journal of Educational Technology, 38(4), 190-205.
Park, S. M., & Kim, Y. G. (2022). A metaverse: Taxonomy, components, applications, and open challenges. IEEE access, 10, 4209-4251.
Raes, A., Schellens, T., & De Wever, B. (2010). The impact of web-based collaborative inquiry for science learning in secondary education.
Rohaeti, E., & Prodjosantoso, A. K. (2020). Oriented Collaborative Inquiry Learning Model: Improving Students' Scientific Attitudes in General Chemistry. Journal of Baltic Science Education, 19(1), 108-120.
Rönnebeck, S., Bernholt, S., & Ropohl, M. (2016). Searching for a common ground–A literature review of empirical research on scientific inquiry activities. Studies in science education, 52(2), 161-197.
Shu, X., & Gu, X. (2023). An empirical study of a smart education model enabled by the edu-metaverse to enhance better learning outcomes for students. Systems, 11(2), 75.
Smart, J.M., Cascio, J., Paffendorf, J. (2007) Metaverse road map; Acceleration Studies Foundation: Ann Arbor, MI, USA.
Stahl, G., Koschmann, T. D., & Suthers, D. D. (2006). CSCL: An historical perspective.
Stahl, G. (2015). A decade of CSCL. International Journal of Computer-Supported Collaborative Learning, 10, 337-344.
Tlili, A., Huang, R., Shehata, B., Liu, D., Zhao, J., Metwally, A. H. S., ... & Burgos, D. (2022). Is metaverse in education a blessing or a curse: A combined content and bibliometric analysis. Smart Learning Environments, 9(1), 1-31.
Ulfah, M., Harahap, M. B., & Rajagukguk, J. (2018, December). The effect of scientific inquiry learning model for student’s science process skill and self efficacy in the static fluid subject. In 3rd Annual International Seminar on Transformative Education and Educational Leadership (AISTEEL 2018) (pp. 446-449). Atlantis Press.
Van der Land, S., Schouten, A., & Feldberg, F. (2011). Modeling the metaverse: A theoretical model of effective team collaboration in 3D virtual environments. Journal of Virtual Worlds Research, 4(3).
Wang, Y., Su, Z., Zhang, N., Xing, R., Liu, D., Luan, T. H., & Shen, X. (2022). A survey on metaverse: Fundamentals, security, and privacy. IEEE Communications Surveys & Tutorials, 25(1), 319-352.
Warburton, S. (2009). Second Life in higher education: Assessing the potential for and the barriers to deploying virtual worlds in learning and teaching. British journal of educational technology, 40(3), 414-426.
Weinberger, M. (2022). What is metaverse?—A definition based on qualitative meta-synthesis. Future Internet, 14(11), 310.
Al Yakin, A., & Seraj, P. M. I. (2023). Impact of metaverse technology on student engagement and academic performance: the mediating role of learning motivation. International Journal of Computations, Information and Manufacturing (IJCIM), 3(1), 10-18.
Zhang, X., Chen, Y., Hu, L., & Wang, Y. (2022). The metaverse in education: Definition, framework, features, potential applications, challenges, and future research topics. Frontiers in Psychology, 13, 1016300.