Research on Inquiry Teaching Method Supported by Virtual Reality Technology

2021 ◽  
Vol 09 (01) ◽  
pp. 247-253
Author(s):  
家妍 李
Author(s):  
Shuaidong Li

The traditional experience basketball teaching method can only master the technical essentials through repeated practice, which seriously affects the ef-ficiency of basketball training. Based on this problem, a basketball teaching simulation system was constructed by using virtual reality technology. The system established a virtual simulation model of basketball players, which planed the track of athletes. In the meanwhile, it captured the real situation of basketball players and contrasted them with simulated trajectories, so as to help athletes do more targeted training. The results showed that basketball technology teaching model based on virtual reality could help athletes grasp the key points of motion skills as soon as possible, and greatly improve the training efficiency of basketball players.


2021 ◽  
Vol 2021 ◽  
pp. 1-7
Author(s):  
Li Ma

With the development of language research and language teaching, people realize that grammatical competence is an important part of communicative competence. In foreign language teaching, grammar teaching is not only necessary but also the main way to achieve the goal of communicative competence. This article mainly studies the virtual reality technology college English immersive context teaching method based on artificial intelligence and machine learning. The purpose is to improve students’ English learning ability. Through the comparative teaching experiment of two classes of freshmen in a university, the experimental class conducted VR technology-based immersive virtual context teaching from the perspective of constructivism, while the control class adopted common multimedia equipment and traditional teaching methods. In the classroom, teachers occupy most of the time, students only passively receive a lot of information from teachers, they have little chance to participate in the exchange of information and express ideas in the target language, and most of the time they are “immersed” in the Chinese environment. The overall English level was also better than that of the control class, with an average score of 2.8 points higher. This shows that college English immersive context teaching combining constructivism theory and VR technology can indeed improve students’ English level.


Author(s):  
Yuanyuan Ji

With the rapid development of Internet technology, in consequence of the outbreak of COVID-19, colleges and universities have postponed the start of term, in order to protect the life safety of teachers and students. However, to avoid affecting students’ academic studies, colleges and universities have taken various virtual reality technologies to implement personalized online teaching on students. However, there are still some problems in actual teaching, such as the monotonous teaching mode of animation course, which results in students’ lack of practical animation operation ability; the lectures lay too much emphasis on the textbook content and the pedagogical knowledge in animation is not updated, etc. In our study, we will combine Animation Teaching mode with the educational concept of STEAM, and designs a teaching mode oriented to students’ needs. This teaching mode include five parts: analysis of students’ needs, analysis of learning goals, selection of learning strategies, design of learning activities and design of learning evaluation. At the same time, based on the American Customer Satisfaction Index (ACSI) Model, our study will also investigate student satisfaction from four dimensions: student expectations, students’ perceived quality, students’ perceived value and student loyalty, with a view to measure the effectiveness of this teaching model. Through the teaching practice, it is found that this teaching mode can significantly promote students’ grades and motivate their enthusiasm for learning. The students’ autonomic learning and mastery of professional knowledge are significantly superior to those of traditional multimedia teaching method. The proposed teaching mode offers an objective reference for the application of virtual reality technology in teaching.


Author(s):  
Wenbo Li ◽  
Liangbin Yang ◽  
Xinke Leng ◽  
Weikun Liu ◽  
Guobin Dai

With the theoretical and technical progress of Wushu education, the traditional teaching method of oral instruction and demonstration can no longer satisfy the needs of current Wushu education. To address this issue, the concept and basic characteristics of virtual reality technology were interpreted, and the effective path and challenges of applying virtual reality technology in Wushu education. The results of this study show that virtual reality technology contributes to the concrete presentation of implicit knowledge in Wushu, the construction of virtual scenes in Wushu education and the realization of a simulated self-learning system in Wushu. In the meanwhile, the application of virtual reality technology in Wushu education faces the challenges of high virtual reality equipment investment, three-dimensional modeling difficulties, huge data volume of Wushu movements and side effects after the experience of Wushu, etc.


2021 ◽  
Vol 2021 ◽  
pp. 1-12
Author(s):  
Xianhao Zhang ◽  
Yongxiu Shi ◽  
Hua Bai

The creation of visual settings using avatar technology is the initial implementation of a voxel in the reporting context. This article is aimed at demonstrating the important role of a virtual reality immersive physical education model in current physical education and analyzing the immersive virtual reality physical education model. Relying on the mature VR virtual reality technology to establish a virtual simulation experiment platform, the application value in the education field is also reflected in the saving of experimental teaching costs. A complete set of VR teaching courseware also satisfies the functions of teaching training and assessment and is used repeatedly to maximize the value of utilization. This research mainly introduces the content of the optimization of the teaching method of the course combined with virtual reality technology. In order to make the data more convincing, reference literature and data in recent years have been referred to around immersive teaching. The first part is the discussion of immersive teaching, which includes the research of virtual immersive classroom teaching. The second part is a separate analysis of virtual reality technology. The third part is the practical exercise based on the first two parts; that is, from the learning effect and attitude of the student as the main body, the theoretical basis of the two parts on visual sensors and immersive virtual reality physical education teaching is transformed into real practice teaching. In the experiment part, in order to demonstrate the effectiveness and support of immersive virtual teaching, on the one hand, we started with the teaching of teachers, and on the other hand, we carried out investigations from the aspects of students’ learning. The desktop virtual environment teaching method is compared with the existing classroom teaching methods. The image processing and image analysis of the virtual reality technology are combined with the image gray level of the three-dimensional image to analyze the multitask algorithm of the vision sensor. The feasibility of immersive virtual teaching was verified. Research data shows that the 10 students participating in the experiment gave a score of 7.9 for the target attitude of immersive virtual reality physical education. Students’ interest in learning will increase, and efficiency will also be greatly improved. VR can not only provide students with a new learning experience but also be used to strengthen teachers’ teaching skills. Because VR can simulate a real teaching environment, teachers can use this set of tools to try new course materials and improve classroom management capabilities.


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