Smart Learning Environments (Jul 2024)

Improving students’ problem-solving abilities through answering questions in metaverse games: taking GOXR software as an example

  • Ting-Sheng Weng,
  • Ting-Hsuan Lin

DOI
https://doi.org/10.1186/s40561-024-00321-w
Journal volume & issue
Vol. 11, no. 1
pp. 1 – 10

Abstract

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Abstract In computer-based dialogue learning, students’ willingness to communicate and ability to interact is one of the important factors. Few studies have examined the testing of mobile metaverse teaching material systems built for interactive communication and learning courses. This study developed and designed course content for a virtual classroom, which is suitable for mobile learning on Android or iOS systems and can provide metaverse space for students to discuss homework using their mobile phones, as well as a system for online self-learning and testing. Students can participate in classes without time or space restrictions. In addition, questions related to life math knowledge and leveling up are included, such as the basic reproduction number of COVID-19, influenza, and enterovirus. There were 100 valid responses from two schools, which recognized the convenience and benefit of the virtual digital technology of the mobile self-learning system in the metaverse space as an auxiliary tool for learning, as it provides a more flexible and diversified educational learning mode. This system can be used for course teaching, after-class review, and testing to facilitate self-testing of learning results.

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