Enhancing Self-Learning in Higher Education with Virtual and Augmented Reality Role Games: Students’ Perceptions
Enhancing Self-Learning in Higher Education with Virtual and Augmented Reality Role Games: Students’ Perceptions
复制标题
通过虚拟和增强现实角色游戏加强高等教育的自学:学生的看法
DOI:
10.3390/virtualworlds2040020
复制
发表时间:
2023
期刊:
影响因子:
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通讯作者:
P. C. Santana
中科院分区:
文献类型:
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作者:
Luis Valladares Ríos;RICARDO ACOSTA;P. C. Santana
This study investigates how virtual and augmented reality role games impact self-learning in higher education settings. A qualitative research–action approach that involved creating augmented reality micro-stories to encourage creativity and critical thinking was used. Through role-playing, students collaborated and gained a deeper understanding of the course, improving their self-learning abilities. The findings indicate that incorporating virtual and augmented reality into higher education positively affects self-learning, promoting active student engagement and meaningful learning experiences. Additionally, students perceive these immersive educational methods as bridging the gap between virtual and in-person learning environments, ultimately leading to enhanced educational results.