RESEARCH PAPER
Effects of the Application of Computer Multimedia Teaching to Automobile Vocational Education on Students’ Learning Satisfaction and Learning Outcome
,
 
,
 
,
 
 
 
More details
Hide details
1
School of Electrical and Information Engineering, Hubei University of Automotive Technology, Shiyan, CHINA
 
2
School of Medical Instruments, Shanghai University of Medicine & Health Sciences, Shanghai, CHINA
 
3
Planning Development Branch, University of Shanghai for Science and Technology, Shanghai, CHINA
 
 
Online publication date: 2018-05-16
 
 
Publication date: 2018-05-16
 
 
EURASIA J. Math., Sci Tech. Ed 2018;14(7):3293-3300
 
KEYWORDS
TOPICS
ABSTRACT
Along with the change in computer technology, the application of multimedia assisted teaching to education and research plays a critical role with the popularity of computer technology and the diverse development. Multimedia assisted teaching materials could assist teachers in teaching as well as enhance students’ autonomous learning that computer multimedia teaching has become an alternative teaching tool beyond traditional learning. With quasi-experimental study, 216 students in the automobile applied technology opened by a vocational college in Shanghai, are proceeded 16-week (3 hours per week for total 48 hours) experimental teaching. The research results show positive relations between 1.virtual reality technology and learning satisfaction, 2.virtual reality technology and learning outcome, and 3.learning satisfaction and learning outcome. According to the results, suggestions are proposed, expecting to provide automobile vocational education students with the situation close to real life acquiring required skills, knowledge, or behavior through learning processes to cultivate the automobile service talents with comprehensive technology.
 
REFERENCES (31)
1.
Ab Aziz, K., & Siang, T. G. (2014). Virtual reality and augmented reality combination as a holistic applications for heritage preservation in the UNESCO World Heritage Site of Melaka. International Journal of Social Science and Humanity, 4(5), 333. https://doi.org/10.7763/IJSSH.....
 
2.
Ali, N., Ullah, S., Alam, A., & Rafique, J. (2014). 3D Interactive Virtual Chemistry Laboratory for Simulation of High School Experiments. Proceedings of EURASIA GRAPHICS 2014, Paper, 12.
 
3.
Bhagat, K. K., Liou, W. K., & Chang, C. Y. (2016). A cost-effective interactive 3D virtual reality system applied to military live firing training, Virtual Reality. Retrieved from https://www.researchgate.net/p....
 
4.
Daggubati, L. S. (2016). Effect of cooperation on players’ immersion and enjoyment. Missouri, USA: Missouri University of Science and Technology.
 
5.
Freina, L., & Ott, M. (2015). A literature review on immersive virtual reality in education: state of the art and perspectives. In The International Scientific Conference eLearning and Software for Education (Vol. 1, p. 133).” Carol I” National Defence University.
 
6.
Griffin, T., Giberson, J., Lee, S. H. M., Guttentag, D., Kandaurova, M., Sergueeva, K., & Dimanche, F. (2017). Virtual Reality and Implications for Destination Marketing. Tourism Travel and Research Association Conference.
 
7.
Huang, H. M., Liaw, S. S., & Lai, C. M. (2016). Exploring learner acceptance of the use of virtual reality in medical education: a case study of desktop and projection-based display systems. Interactive Learning Environments, 24(1), 3-19. https://doi.org/10.1080/104948....
 
8.
Juan, Y. K., & Chao, T. W. (2015). Game-based learning for green building education. Sustainability, 7(5), 5592-5608. https://doi.org/10.3390/su7055....
 
9.
Jung, T., & Han, D. (2014). Augmented Reality (AR) in Urban Heritage Tourism. eReview of Tourism Research, 5, 1-5.
 
10.
Kim, Y., Son, Y., & Han, S. (2016). What is the Role of TV Commercials in the Trans-Media Era? Indian Journal of Science and Technology, 9(41), 1-10. https://doi.org/10.17485/ijst/....
 
11.
Kourouthanassis, P., Boletsis, C., Bardaki, C., & Chasanidou, D. (2015). Tourists responses to mobile augmented reality travel guides: The role of emotions on adoption behavior. Pervasive and Mobile Computing, 18, 71-87. https://doi.org/10.1016/j.pmcj....
 
12.
Kuksa, I., & Childs, M., (2014). Making Sense of Space the design and experience of virtual spaces as a tool to communicate. Cambridge: Chados Publishing, 1-21.
 
13.
Lan, Y. J. (2014). Does Second Life improve Mandarin learning by overseas Chinese students? Language Learning & Technology, 18(2), 36-56.
 
14.
Lan, Y. J. (2015). Contextual EFL learning in a 3D virtual environment. Language Learning & Technology, 19(2), 16-31.
 
15.
Lan, Y. J., Chen, N. S., Li, P., & Grant, S. (2015). Embodied cognition and language learning in virtual environments. Educational Technology Research & Development, 63(5), 639-644. https://doi.org/10.1007/s11423....
 
16.
Lan, Y. J., Fang, S. Y., Legault, J., & Li, P. (2015). Second language acquisition of Mandarin Chinese vocabulary: Context of learning effects. Educational Technology Research & Development. https://doi.org/10.1007/s11423....
 
17.
Lan, Y. J., Kan, Y. H., Sung, Y. T., & Chang, K. E. (2016). Oral-performance language tasks for CSL beginners in Second Life. Language Learning & Technology, 20(3).
 
18.
Lan, Y. J., Sung, Y. T., Cheng, C. C., & Chang, K. E. (2015). Computer supported cooperative prewriting for enhancing young EFL learners’ writing performance. Language Learning & Technology, 19(2), 134–155.
 
19.
Martins, C., Oliveira, T., & Popovič, A. (2014). Understanding the Internet banking adoption: A unified theory of acceptance and use of technology and perceived risk applications. International Journal of Information Management, 34(1), 1-13. https://doi.org/10.1016/j.ijin....
 
20.
Maruping, L. M., Bala, H., Venkatesh, V., & Brown, S. A. (2017).Going beyond intention: Integrating behavioral expectation into the unified theory of acceptance and use of technology. Journal of the Association for Information Science and Technology, 68(3), 623-637. https://doi.org/10.1002/asi.23....
 
21.
Mütterlein, J., & Hess, T. (2017). Immersion, Presence, Interactivity: Towards a Joint Understanding of Factors Influencing Virtual Reality Acceptance and Use. In 23rd Americas Conference on Information Systems (AMCIS), Boston, MA.
 
22.
Nawaz, A., Skjæret, N., Ystmark, K., Helbostad, J. L., Vereijken, B., & Svanæs, D. (2014). Assessing seniors’ user experience (UX) of exergames for balance training. In Proceedings of the 8th Nordic Conference on Human-Computer Interaction: Fun, Fast, Foundational (pp. 578-587). ACM. https://doi.org/10.1145/263918....
 
23.
Ratna, P. A., & Mehra, S. (2015). Exploring the acceptance for e–learning using technology acceptance model among university students in India. International Journal of Process Management and Benchmarking, 5(2), 194-210. https://doi.org/10.1504/IJPMB.....
 
24.
Ryan, M. L. (2015). Narrative as virtual reality 2: Revisiting immersion and interactivity in literature and electronic media. JHU Press.
 
25.
Schuster, K., Hoffmann, M., Bach, U., Richert, A., & Jeschke, S. (2014). Diving in? how users experience virtual environments using the virtual theatre. In International Conference of Design, User Experience, and Usability (pp. 636-646). Springer International Publishing. https://doi.org/10.1007/978-3-....
 
26.
Shafer, D. M., Carbonara, C. P., & Popova, L. (2014). Controller required? The impact of natural mapping on interactivity, realism, presence, and enjoyment in motion-based video games. Presence, 23(3), 267-286. https://doi.org/10.1162/PRES_a....
 
27.
Shen, C. W., Ho, J. T., Kuo, T. C., & Luong, T. H. (2017). Behavioral Intention of Using Virtual Reality in Learning. In Proceedings of the 26th International Conference on World Wide Web Companion (pp. 129-137). International World Wide Web Conferences Steering Committee. https://doi.org/10.1145/304102....
 
28.
Shi, Y. (2017). Should Organizations Leverage 360-degree Commercial Video Campaigns?: The influence on customer-brand engagement and customer-based brand equity (Master’s thesis), University of Twente.
 
29.
Wamba, S. F., Bhattacharya, M., Trinchera, L., & Ngai, E. W. (2017). Role of intrinsic and extrinsic factors in user social media acceptance within workspace: Assessing unobserved heterogeneity. International Journal of Information Management, 37(2), 1-13. https://doi.org/10.1016/j.ijin....
 
30.
Wei, H. C., Peng, H., & Chou, C. (2015). Can more interactivity improve learning achievement in an online course? Effects of college students’ perception and actual use of a course-management system on their learning achievement. Computers & Education, 83, 10-21. https://doi.org/10.1016/j.comp....
 
31.
Wijnants, M., Van Erum, K., Quax, P., & Lamotte, W. (2015).Web-mediated Augmentation and Interactivity Enhancement of Omni-directional Video in Both 2D and 3D. In Proceedings of the 11th International Conference on Web Information Systems and Technologies, 21-34. https://doi.org/10.5220/000544....
 
eISSN:1305-8223
ISSN:1305-8215
Journals System - logo
Scroll to top