The purpose of this study was to investigate the use of 6-DoF high immersive virtual reality for stereoscopic spatial mapping to assess the impact of perceived spatial capabilities on 3D software learning motivation. This study wasn’t a bound course with mandatory participation, and students were free to participate in the trial, and employed HTC VIVE, which provides highly immersive experiences, to elicit strong emotional responses. A total of 111 students from a university digital media department were invited to participate in a 3D VR painting experiment in which students created paintings using Google Tilt Brush. A 5-point scale based on the ARCS learning motivation model was adopted to collect student data. Perform a factor analysis of the data twice to select the appropriate factor (p = 0.000 < 0.05). Specifically, exploratory factor analysis was used to classify factors based on four constructs. The Cronbach alpha values of ARCS were 0.920, 0.929, 0.693 and 0.664, respectively, both >0.6, which still indicate favorable reliability. The results show that immersive VR can promote students’ motivation and interest in learning 3D animation. However, the practical application of this technology requires solving problems related to hardware and space.
Taiwanese Classical Poems Database at the National Museum of Taiwan Literature (NMTL) is one of many ongoing digital-archive projects in Taiwan. Although this database is very important to the study of Taiwanese classical literature and past culture and history, most people in Taiwan are unfamiliar with these poems. To attract the general public to engage in learning Taiwanese classical poems, we had developed a digital game, named "The Lost World: Taiwanese Classical Poems," on the database. The purpose of this article is to introduce NMTL's Taiwanese Classical Poems Database and the development of our digital game. The framework of our digital game with a learning management system is also described. To well integrate Taiwanese classical poems into our digital game, we analyze the six key features of the game based on the input-process-outcome (IPO) model. Our digital game has been presented to the general public at NMTL since October 22, 2011.
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