2021
DOI: 10.3390/su13115911
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Development of a Virtual Ecological Environment for Learning the Taipei Tree Frog

Abstract: The learning objectives of environmental education emphasize investigation in real life to enhance students’ skills and experiences in solving practical problems. This study used the virtual reality (VR) technology to develop a virtual ecological environment for learning about the Taipei tree frog, supported by situated learning and game-based learning design to enhance students’ learning interest and motivation. Users can wear the head-mounted display (HMD) to explore the virtual environment for learning the … Show more

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Cited by 15 publications
(25 citation statements)
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References 45 publications
(54 reference statements)
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“…In summary, seven of the 31 studies comparing a VR group and another technology/method/control group included significant differences/changes that favoured the HMD-VR group (Agrawal et al, 2018;Freitas et al, 2020;Gutierrez et al, 2007;Liu et al, 2020;Lui et al, 2020;Ou et al, 2021;Parmar et al, 2016). In three studies, the technology/method/control group yielded better results than the HMD-VR group (Lai et al 2021;Makransky et al, 2019;Moreno & Mayer, 2004).…”
Section: Discussionmentioning
confidence: 99%
See 1 more Smart Citation
“…In summary, seven of the 31 studies comparing a VR group and another technology/method/control group included significant differences/changes that favoured the HMD-VR group (Agrawal et al, 2018;Freitas et al, 2020;Gutierrez et al, 2007;Liu et al, 2020;Lui et al, 2020;Ou et al, 2021;Parmar et al, 2016). In three studies, the technology/method/control group yielded better results than the HMD-VR group (Lai et al 2021;Makransky et al, 2019;Moreno & Mayer, 2004).…”
Section: Discussionmentioning
confidence: 99%
“…In total, 26 of the studies were published in journals, while the remaining 11 studies were published in conference proceedings. In addition, as the time scope of the studies was so wide, we could not tell whether the improved learning outcomes from VR use were caused by the superiority of VR or improvements in the VR technology over the years -most studies concluding that HMD-VR yields better outcomes than comparison groups are published in recent years (Agrawal et al, 2018;Freitas et al, 2020;Gutierrez et al, 2007;Liu et al, 2020;Lui et al, 2020;Ou et al, 2021;Parmar et al, 2016).…”
Section: Discussionmentioning
confidence: 99%
“…In the etymological aspect, the term "gamification" contains the Latin word "facere," suggesting the action of "making the game" [26]. Gamification aims to engage learners, enhance learning, and solve problems [4,23,[27][28][29][30][31][32][33]. Gamifying contexts does not necessarily require complete games [23,24], but it requires the immersive experiences created by the game elements [4].…”
Section: Gamification and Game-based Learning: Two Differentmentioning
confidence: 99%
“…Authors and publication years Game-related pedagogical models Game-related pedagogies Research domains [27] Leverage learning with gamification Gamification Learning achievement [48] Machine learning inspired approach Gamification Learning achievement [49] Integration of board games and augmented reality (AR) Gamification Intrinsic motivation Extrinsic motivation [13] Serious educational games (SEG) Gamification Learning achievement [30] Virtual reality (VR): a virtual ecological environment Game-based learning Learning achievement [32] Open and flexible blended learning environments Game-based learning Learning achievement [28] Multigenre digital game-based instruction (MGI) Game-based learning Learning achievement [29] Physical games stimulating acquisition Game-based learning Learning achievement [50] Multiteam After raising the research hypotheses, we searched the research materials compatible with the meta-analytic techniques.…”
Section: Nomentioning
confidence: 99%
“…Optical devices such as deep vision cameras (Leap Motion Controller™, Leap Motion Inc., San Francisco, CA, USA, Kinect™, Microsoft, WA, USA, Oculus Rift™, Oculus VR LLC, San Francisco, CA, USA), infrared cameras, pressure sensors, motion sensors, joysticks, and accelerometers, among others, complement the perception of the simulated environment. Because of this, Virtual Reality 2 of 17 application has grown, making this technology a useful tool to satisfy current needs in several areas of knowledge such as education [4][5][6][7], industry [2,8], music [9], medicine [10,11], architecture [12], and Virtual Laboratories [13,14], where it is possible to reproduce the conditions of a real environment with visual, tactile, and auditive stimulus [15,16].…”
Section: Introductionmentioning
confidence: 99%