Study on the Path of Enhancing the Effectiveness of College Students’ Education and Management in the Context of Informatization DOI Creative Commons

Miaoqin Chen

Applied Mathematics and Nonlinear Sciences, Год журнала: 2024, Номер 9(1)

Опубликована: Янв. 1, 2024

Abstract To cope with the problems existing in education and Management of students traditional colleges universities, improve management efficiency realize informatization management, this study proposes a set optimization paths for universities. In paper, an intelligent diversified platform is constructed, aiming to strengthen operation team By introducing fuzzy evaluation algorithm judge educational college normalizing input data, empirical results are derived. Comparative Analysis data showed that optimized path significantly improved students’ daily behavior mental health status. Students’ average online time was effectively controlled between 5.6 10.5 hours, period more line healthy work rest, rates disciplinary behaviors Internet fraud victimization decreased respectively. At same time, learning effects were also improved. summary, proposed paper strengthens system comprehensively cultivates students. It provides effective strategy

Язык: Английский

How does interactive virtual reality enhance learning outcomes via emotional experiences? A structural equation modeling approach DOI Creative Commons
Hairu Yang,

Minghan Cai,

Yongfeng Diao

и другие.

Frontiers in Psychology, Год журнала: 2023, Номер 13

Опубликована: Янв. 6, 2023

Introduction Interest in interactive virtual reality (IVR) is increasing due to its potential for embodied learning and group-led teaching. However, few studies have investigated the internal mechanism by which IVR technology features experiences affect outcomes terms of psychological emotional value. Based on media models control value theory achievement emotions (CVTAE), this study uses structural equation modeling (SEM) investigate correlations among elements features, experiences, outcomes. It also emphasizes role played experience context. Methods The sample referenced consisted 480 college students (193 males) who were simultaneously engaged guided inquiry an IVR-based COVID-19 pandemic science museum groups 10. Results findings suggest that presence perceived enjoyment a key mediating effect relationship between (VR) simulation. In addition, results indicate more strongly correlated with effects, while satisfaction. Discussion These provide intellectual support theoretical backing VR-based instructional design environmental development. Moreover, has practical regard future large-scale application experiential teaching, promotion digital transformation intelligence upgrading education.

Язык: Английский

Процитировано

24

How virtual reality, augmented reality and mixed reality facilitate teacher education: A systematic review DOI
Qin Wang, Yanping Li

Journal of Computer Assisted Learning, Год журнала: 2024, Номер 40(3), С. 1276 - 1294

Опубликована: Фев. 1, 2024

Abstract Background Virtual reality (VR), augmented (AR) and mixed (MR) have sparked recently in improving the effectiveness of teacher education. However, there is a lack review regarding utilisation these technologies this field. These three technologies, namely VR, AR MR, can be collectively referred to as extended (XR) (as mentioned reference Tang et al., 2022). Objectives Remarkably, XR‐based education needs explored. Moreover, research questions related training objectives, methodological features, effects remain unanswered. Methods To end, present study conducted systematic analyse 52 articles from six databases (including Web Science, Scopus, IEEE Xplore, ERIC, ScienceDirect, ACM Digital Library). Results The results indicate that XR been primarily used train teachers' procedural knowledge, for instance, classroom management. Furthermore, most studies focused on pre‐service teachers (PSTs) rather than in‐service utilised small sample sizes, with VR emerging frequently employed tool. Finally, majority reported affected positively. Conclusions It urges researchers developers consider theory‐driven design, which increases potential better understand what features promote PSTs' learning how they do so. This article additionally conducts SWOT (strengths, weaknesses, opportunities, threats) analysis offer more insightful recommendations foster further discussion.

Язык: Английский

Процитировано

8

Virtual Reality in Teacher Education from 2010 to 2020 DOI
Yizhen Huang, Eric Richter, Thilo Kleickmann

и другие.

Edition ZfE, Год журнала: 2023, Номер unknown, С. 399 - 441

Опубликована: Янв. 1, 2023

Virtual reality (VR) is a technology that recreates realistic scenarios in controllable virtual environment. VR has been widely adopted professional training of situational, adaptive, and complex skills within various occupations, yet the field teacher education only just started to utilize this recent decade. In order advance application education, current review presents synopsis state-of-the-art literature from 2010 2020. We conducted regarding details program implementation (e.g., system simulated situations), intended outcomes factual/conceptual or procedural knowledge), measures used evaluate effectiveness programs implemented systems. Based on 46 empirical studies, we found (1) VR-based mostly targeted pre-service teachers, they most frequently instructional situations; (2) often for fostering knowledge; (3) majority studies reported positive results measured by teachers' self-reports. also identified areas improvement future directions research.

Язык: Английский

Процитировано

17

What makes a simulation-based learning environment for preservice teachers authentic? The role of individual learning characteristics and context-related features DOI Creative Commons

Kathleen Stürmer,

Tim Fütterer, Stephanie Kron

и другие.

European Journal of Psychology of Education, Год журнала: 2024, Номер 39(4), С. 3277 - 3299

Опубликована: Май 9, 2024

Abstract To support professional competence development in teacher education, learning environments should allow learners to engage with tasks. It is crucial for knowledge and skill transfer such real-life context that preservice teachers perceive the task as authentic. However, due a lack of prior knowledge, novices may have difficulties recognizing relevant elements practice. thus assumed different factors guide their perception authenticity independently has be mastered. Such could be, example, overt design features on physical level or familiarity prerequisites, which act important links acquisition. In this study, teachers’ contrasted between two implementation types (video vs. role-play) same simulation aiming foster diagnostic competence. The differ approximating practice concerning an experimental, longitudinal N = 119 mathematics participated online one type four times during semester ( n 66 video, 53 role-play). Perceived was higher video increased repeated participation type. Further, utility value positively influenced authenticity. results illustrate role prerequisites well novices’ perception. Also, they initial indication that, depending learners’ development, way simulations might influence

Язык: Английский

Процитировано

6

Competency development of pre-service teachers during video-based learning: A systematic literature review and meta-analysis DOI
Xiaojing Weng, Oi‐Lam Ng, Thomas K. F. Chiu

и другие.

Computers & Education, Год журнала: 2023, Номер 199, С. 104790 - 104790

Опубликована: Март 24, 2023

Язык: Английский

Процитировано

16

Pre-Service Teacher Candidates’ Perceptions of Classroom-Based Mixed-Reality Simulations DOI Creative Commons
Ie May Freeman,

HeeKap Lee

Education Sciences, Год журнала: 2024, Номер 14(4), С. 347 - 347

Опубликована: Март 26, 2024

Background: Mixed-reality simulations (MRS) have been available for some time. However, teacher education programs in the United States are now introducing MRS as part of training. Therefore, this study sought to determine candidates’ perceptions and their possible benefits education. Objectives: The purpose case was factors associated with a positive simulation experience, improvements or concerns, what candidates learned from live session. Methods: A qualitative methodological approach employed. Feedback results were collected 57 who participated session, which analyzed using an Excel document identify emergent themes. Results Conclusions: data revealed three themes: real-life experiences beneficial acquiring pedagogical skills; effective training resource; there need improve technology ensure more realistic experiences. enables pre-service teachers engage, think critically, apply teaching skills small group students. Conducting only one not enough acquire knowledge on best practices. is implement additional scenarios at university level, so that can practice feel confident students safe environment.

Язык: Английский

Процитировано

5

Virtual vs. Traditional Learning in Higher Education: A Systematic Review of Comparative Studies DOI Creative Commons

Tommaso Santilli,

Silvia Ceccacci, Maura Mengoni

и другие.

Computers & Education, Год журнала: 2024, Номер unknown, С. 105214 - 105214

Опубликована: Дек. 1, 2024

Язык: Английский

Процитировано

5

Optimizing the Educational Potential of Virtual Reality: The Effects of Virtual Reality and Pop Quizzes on Spatial Presence and Efficacy Perceptions DOI
Jisoo Ahn, Ghee-Young Noh

International Journal of Human-Computer Interaction, Год журнала: 2024, Номер unknown, С. 1 - 12

Опубликована: Фев. 13, 2024

Reflecting the trend of virtual reality (VR) studies in crisis and disaster communication, this study designed VR content on fire evacuation aimed to investigate effects for educational purposes perceptual cognitive factors. Using a 2 (viewing condition: video vs. VR) × (quiz: presence absence) between-subjects design, an experiment was conducted with 176 university students South Korea. Findings revealed that participants who were exposed (compared video) experienced greater spatial and, turn, had higher response efficacy self-efficacy. The inclusion pop quizzes material hindered evaluation direct indirect VR. findings can contribute expanding theoretical framework research identifying learning-related factors develop more effective materials related evacuation.

Язык: Английский

Процитировано

4

The efficacy of adaptive training in immersive virtual reality for a fine motor skill task DOI Creative Commons

Lasse F. Lui,

Unnikrishnan Radhakrishnan, Francesco Chinello

и другие.

Virtual Reality, Год журнала: 2025, Номер 29(1)

Опубликована: Янв. 10, 2025

Abstract Immersive virtual reality (IVR) offers novel and promising ways of continuously adapting training content difficulty to the individual trainee, thus paving way for an improved fit between trainee needs. The objective present study was investigate efficiency utilising self-efficacy performance measures adapt trainee. Using a preregistered, between-subjects experiment, 130 participants were randomly assigned receive that either based on behavioural at beginning (fixed training) or adapted behaviour (adaptive training). results revealed no significant difference groups self-efficacy, suggesting additional development required fully adaptive may be unwarranted in some cases. Further research should when complexity is outweighed by enhanced efficiency. That said, overall beneficial effect IVR-based training. However, while IVR had positive performance, transfer only observed limited extent. Specifically, both accuracy ( d = −0.41) speed −0.43) test, real equivalent (i.e., skill) showed −0.25) but reduced 0.17). In other words, demonstrates not necessarily expected similar tasks outside without potential loss emphasising need future studies include skill investigating

Язык: Английский

Процитировано

0

Virtual reality in adolescent mental health management under the new media communication environment DOI Creative Commons
Dian Xu, Yanling Liu, Yukai Zeng

и другие.

Humanities and Social Sciences Communications, Год журнала: 2025, Номер 12(1)

Опубликована: Фев. 14, 2025

Язык: Английский

Процитировано

0