			{"id":126287,"date":"2020-08-11T17:57:32","date_gmt":"2020-08-11T21:57:32","guid":{"rendered":"https:\/\/fsc-ccf.ca\/references\/effectiveness-of-virtual-reality-based-instruction-on-students-learning-outcomes-in-k-12-and-higher-education-a-meta-analysis-2\/"},"modified":"2020-08-11T17:57:31","modified_gmt":"2020-08-11T21:57:31","slug":"effectiveness-of-virtual-reality-based-instruction-on-students-learning-outcomes-in-k-12-and-higher-education-a-meta-analysis-2","status":"publish","type":"reference","link":"https:\/\/fsc-ccf.ca\/fr\/references\/effectiveness-of-virtual-reality-based-instruction-on-students-learning-outcomes-in-k-12-and-higher-education-a-meta-analysis-2\/","title":{"rendered":"Effectiveness of virtual reality-based instruction on students&#8217; learning outcomes in K-12 and higher education: A meta-analysis"},"content":{"rendered":"<p>Le but de cette m\u00e9ta-analyse est d&#8217;examiner l&#8217;effet global, ainsi que l&#8217;impact des principes de conception p\u00e9dagogique s\u00e9lectionn\u00e9s dans le cadre de l&#8217;enseignement bas\u00e9 sur la technologie de r\u00e9alit\u00e9 virtuelle (\u00e0 savoir des jeux, simulation, mondes virtuels) en K-12 ou plus des param\u00e8tres d&#8217;\u00e9ducation. Au total, 13 \u00e9tudes (N = 3081) dans la cat\u00e9gorie des jeux, 29 \u00e9tudes (N = 2553) dans la cat\u00e9gorie des jeux, et 27 \u00e9tudes (N = 2798) dans la cat\u00e9gorie des mondes virtuels ont \u00e9t\u00e9 analys\u00e9s m\u00e9ta. Les crit\u00e8res d&#8217;inclusion cl\u00e9s \u00e9taient que l&#8217;\u00e9tude est venue de K-12 ou plus des param\u00e8tres d&#8217;enseignement, exp\u00e9rimental utilis\u00e9 ou mod\u00e8les de recherche quasi-exp\u00e9rimental, et a utilis\u00e9 une mesure des r\u00e9sultats d&#8217;apprentissage pour \u00e9valuer les effets de l&#8217;instruction sur la base de la r\u00e9alit\u00e9 virtuelle.<br \/>\nLes r\u00e9sultats sugg\u00e8rent des jeux (FME = 0,77; REM = 0,51), des simulations (FEM = 0,38; REM = 0,41), et les mondes virtuels (FME = 0,36; REM = 0,41) ont \u00e9t\u00e9 efficaces pour am\u00e9liorer les gains des r\u00e9sultats d&#8217;apprentissage. L&#8217;analyse d&#8217;homog\u00e9n\u00e9it\u00e9 des tailles d&#8217;effet \u00e9tait statistiquement significatif, ce qui indique que les \u00e9tudes \u00e9taient diff\u00e9rents les uns des autres. Par cons\u00e9quent, nous avons effectu\u00e9 une analyse mod\u00e9rateur en utilisant 13 variables utilis\u00e9es pour coder les \u00e9tudes. Les principales conclusions comprennent que: jeux montrent des gains d&#8217;apprentissage plus \u00e9lev\u00e9s que les simulations et les mondes virtuels. Pour les \u00e9tudes de simulation, les commentaires de type explication \u00e9labor\u00e9e est plus adapt\u00e9 aux t\u00e2ches d\u00e9claratives alors que la connaissance de la r\u00e9ponse correcte est plus appropri\u00e9 pour les t\u00e2ches de proc\u00e9dure. Les \u00e9l\u00e8ves performance est am\u00e9lior\u00e9e lorsqu&#8217;ils effectuent le jeu individuellement que dans un groupe. De plus, nous avons trouv\u00e9 une relation inverse entre le nombre de s\u00e9ances de traitement des gains d&#8217;apprentissage pour les jeux.<br \/>\nEn ce qui concerne le monde virtuel, nous avons constat\u00e9 que si les \u00e9l\u00e8ves ont \u00e9t\u00e9 mesur\u00e9s \u00e0 plusieurs reprises, il se d\u00e9t\u00e9riore leurs gains de r\u00e9sultats d&#8217;apprentissage. Nous discutons des r\u00e9sultats pour mettre en \u00e9vidence l&#8217;importance de consid\u00e9rer les principes de conception p\u00e9dagogique lors de la conception instruction fond\u00e9 sur la r\u00e9alit\u00e9 virtuelle. Traduit a\u0300 l'aide de Google Translate<\/p>\n","protected":false},"excerpt":{"rendered":"<p>Le but de cette m\u00e9ta-analyse est d&#8217;examiner l&#8217;effet global, ainsi que l&#8217;impact des principes de conception p\u00e9dagogique s\u00e9lectionn\u00e9s dans le cadre de l&#8217;enseignement bas\u00e9 sur la technologie de r\u00e9alit\u00e9 virtuelle (\u00e0 savoir des jeux, simulation, mondes virtuels) en K-12 ou plus des param\u00e8tres d&#8217;\u00e9ducation. Au total, 13 \u00e9tudes (N = 3081) dans la cat\u00e9gorie des jeux, 29 \u00e9tudes (N = 2553) dans la cat\u00e9gorie des jeux, et 27 \u00e9tudes (N = 2798) dans la cat\u00e9gorie des mondes virtuels ont \u00e9t\u00e9 analys\u00e9s m\u00e9ta. Les crit\u00e8res d&#8217;inclusion cl\u00e9s \u00e9taient que l&#8217;\u00e9tude est venue de K-12 ou plus des param\u00e8tres d&#8217;enseignement, exp\u00e9rimental utilis\u00e9 ou mod\u00e8les de recherche quasi-exp\u00e9rimental, et a utilis\u00e9 une mesure des r\u00e9sultats d&#8217;apprentissage pour \u00e9valuer les effets de l&#8217;instruction sur la base de la r\u00e9alit\u00e9 virtuelle.<br \/>\nLes r\u00e9sultats sugg\u00e8rent des jeux (FME = 0,77; REM = 0,51), des simulations (FEM = 0,38; REM = 0,41), et les mondes virtuels (FME = 0,36; REM = 0,41) ont \u00e9t\u00e9 efficaces pour am\u00e9liorer les gains des r\u00e9sultats d&#8217;apprentissage. L&#8217;analyse d&#8217;homog\u00e9n\u00e9it\u00e9 des tailles d&#8217;effet \u00e9tait statistiquement significatif, ce qui indique que les \u00e9tudes \u00e9taient diff\u00e9rents les uns des autres. Par cons\u00e9quent, nous avons effectu\u00e9 une analyse mod\u00e9rateur en utilisant 13 variables utilis\u00e9es pour coder les \u00e9tudes. Les principales conclusions comprennent que: jeux montrent des gains d&#8217;apprentissage plus \u00e9lev\u00e9s que les simulations et les mondes virtuels. Pour les \u00e9tudes de simulation, les commentaires de type explication \u00e9labor\u00e9e est plus adapt\u00e9 aux t\u00e2ches d\u00e9claratives alors que la connaissance de la r\u00e9ponse correcte est plus appropri\u00e9 pour les t\u00e2ches de proc\u00e9dure. Les \u00e9l\u00e8ves performance est am\u00e9lior\u00e9e lorsqu&#8217;ils effectuent le jeu individuellement que dans un groupe. De plus, nous avons trouv\u00e9 une relation inverse entre le nombre de s\u00e9ances de traitement des gains d&#8217;apprentissage pour les jeux.<br \/>\nEn ce qui concerne le monde virtuel, nous avons constat\u00e9 que si les \u00e9l\u00e8ves ont \u00e9t\u00e9 mesur\u00e9s \u00e0 plusieurs reprises, il se d\u00e9t\u00e9riore leurs gains de r\u00e9sultats d&#8217;apprentissage. Nous discutons des r\u00e9sultats pour mettre en \u00e9vidence l&#8217;importance de consid\u00e9rer les principes de conception p\u00e9dagogique lors de la conception instruction fond\u00e9 sur la r\u00e9alit\u00e9 virtuelle. [googletranslate_fr]<\/p>\n","protected":false},"template":"","reference-tag":[],"reference-type":[435],"class_list":["post-126287","reference","type-reference","status-publish","hentry","reference-type-journal-article"],"acf":{"citation":"Merchant, Z., Goetz, E., Cifuentes, L., Keeney-Kennicutt, W., and Davis, T. (2014). Effectiveness of virtual reality-based instruction on students' learning outcomes in K-12 and higher education: A meta-analysis. Computers & Education, 70, 29-40. 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