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Research On The Development And Application Of Educational Games Based On Somatosensory Technology

Posted on:2022-02-17Degree:MasterType:Thesis
Country:ChinaCandidate:J L WangFull Text:PDF
GTID:2517306479950279Subject:Modern educational technology
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Human-computer interaction is developing in the direction of more intuition and lower user learning costs.Motion sensing has emerged as the times require and has entered the field of education.The educational concept of "Edutainment " has also been widely recognized,and the integration of game-based learning and school education has become a trend.This research takes the junior high school science course "The Production and Transmission of Sound" as an example to design and develop an educational game,which is based on motion sensing,under the guidance of embodied cognition theory,game theory and flow experiences theory.This research proposes an educational game design process based on motion sensing,and conducts preliminary research and research data analysis for students in the target school.Then combined the research results and related theoretical foundations,the design principles of educational games based on motion sensing are proposed.On this basis,the researcher himself designed and developed a motion-sensing educational games with the help of Unity and Kinect sensors.After the game development was completed,empirical research was conducted.The subjects of the study are two classes in the seventh grade of a middle school in Shanghai,with a total of 70 students.Collect and analyze data through post-test and delayed test questions,engagement scales,flow experiences scales,technology acceptance scales,and interviews.The results of the study show that whether educational games are added to classroom assisted teaching or not,there is no statistically significant difference in students' academic performance on the post-test and delayed test.However,after the addition of educational games,there is a significant difference between the total engagement and cognitive engagement of students and the control group,indicating that the introduction of educational games into classroom teaching can effectively increase the attractiveness of the classroom and enhance the engagement of students in learning.The study also found that students have a higher level of overall flow experiences when using educational games,and students have a higher acceptance of motion-sensing educational games.But it may be due to the imperfect recognition technology of Kinect that students score is slightly lower in the perceived ease of use dimension than other dimensions.In addition,the study found that there is no difference in the acceptance of technology by different genders.Both male students and female students can benefit from educational games-assisted teaching courses.
Keywords/Search Tags:motion-sensing technology, educational games, learning engagement, flow experience
PDF Full Text Request
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