Abstract

VR (Virtual Reality) technology as the current cutting-edge technology, is widely used in the field of education, and plays a huge advantage. VR game teaching creates an immersive learning environment so that learners can have a clearer and more intuitive understanding of professional knowledge of various disciplines, enhance their learning enthusiasm and interest in learning, and give full play to subjective initiative of learners. VR technology gradually blurs the boundary between realities and virtual, and experiential have a certain emotional investment in excessively real virtual space, to create a sense of immersion and to effectively cultivate students’ spatial thinking and higher-order thinking ability. A questionnaire on the effect of VR game teaching technology on college students’ immersion was designed, and the effects of four aspects of VR game teaching technology, namely publication rules, role description, game control, and game review on learners’ immersion were explored. Results show that publication rules, role descriptions, and game control in VR game teaching have significant positive effects on college students’ immersion. All samples of different game platforms show a significant degree of immersion (P<0.05), and two VR game platforms, namely wearable VR interaction and VR all-in-one, improve learners’ immersion more significantly. Results of this study have important reference value for integrating VR technology into three-dimensional composition teaching, stimulating students’ sense of participation in game learning, improving VR game teaching effect and improving learning efficiency.

Full Text
Paper version not known

Talk to us

Join us for a 30 min session where you can share your feedback and ask us any queries you have

Schedule a call

Disclaimer: All third-party content on this website/platform is and will remain the property of their respective owners and is provided on "as is" basis without any warranties, express or implied. Use of third-party content does not indicate any affiliation, sponsorship with or endorsement by them. Any references to third-party content is to identify the corresponding services and shall be considered fair use under The CopyrightLaw.