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Research on high school students' behavior in art course within a virtual learning environment based on SVVR
Hongya Wang1, Dongning Li1, Chao Gu2
1School of Design, Jiangnan University, Wuxi, China.
Spherical video-based virtual reality (SVVR) in art classes enhances student engagement and learning. Focusing on control and telepresence in SVVR is key to achieving flow states, improving satisfaction and future use.
Area of Science:
- Educational Technology
- Virtual Reality in Education
- Art Education
Background:
- Spherical video-based virtual reality (SVVR) offers immersive learning experiences.
- SVVR can foster self-regulated and explorative learning in virtual environments.
- Its application in art courses may yield unique teaching effects and induce flow states.
Purpose of the Study:
- To investigate the antecedents and outcomes of students' flow state when using SVVR teaching materials in art courses.
- To analyze the relationship between flow state and perceived usefulness, satisfaction, and continued use intention.
- To provide insights for developing and implementing SVVR in high school art education.
Main Methods:
- An art course teaching experiment involving 380 high school students.
- Structural equation modeling was employed to analyze the collected data.
- Focus on identifying key factors contributing to and resulting from student flow states.
Main Results:
- Control and telepresence are significant antecedents of flow state in SVVR art education.
- Achieving flow states positively correlates with perceived usefulness and satisfaction.
- Flow experiences enhance students' intention to continue using SVVR materials.
Conclusions:
- Optimizing control and telepresence in SVVR is crucial for enhancing student flow states in art courses.
- Positive flow experiences are essential for increasing perceived value and user satisfaction.
- Findings support the integration of SVVR for improved learning outcomes and sustained engagement in art education.
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