Mídias imersivas no reforço e mudança comportamental: uma revisão sistemática
DOI:
https://doi.org/10.5753/rbie.2021.2122Keywords:
Comportamentos, Educação, Emoções, Realidade Aumentada, Realidade Virtual, Revisão Sistemática, Mídias Imersivas, Tomada de DecisãoAbstract
Atingir determinado nível de letramento muitas vezes exige não só obter conhecimento, mas também desenvolver ou aprimorar comportamentos necessários para aplicar o conhecimento com competência. Intervenções normalmente adotadas na conscientização sobre necessidades de mudanças comportamentais, como por exemplo na educação financeira ou alimentar, têm se mostrado pouco eficientes, provavelmente por não simularem comportamentos próximos às situações do mundo real. As mídias imersivas surgem como uma opção que, aliadas a métodos ativos de ensino, seriam capazes de impactar comportamentos. Visando contribuir com as pesquisas no desenvolvimento de soluções educacionais imersivas que envolvam mudanças comportamentais, foi realizada uma revisão sistemática da literatura sobre a aplicação de mídias imersivas, em contexto educacional, para gerar reforço ou mudanças no comportamento dos alunos. O objetivo desta revisão foi identificar se essas mídias colaboram com o processo de aprendizagem de comportamentos. Verificou-se que estas mídias, principalmente as relacionadas a realidade virtual e o uso de avatares em simuladores e jogos tridimensionais, são opções eficientes para aprender e ensinar comportamentos, graças ao aumento de engajamento, predisposição ao aprendizado social e criação de hábitos, com alguns requisitos a serem aplicados e uma agenda de pesquisa a ser explorada.
Downloads
Referências
Aleksic, G., Merrel, C., Ferring, D., Tymms, P., & Klemenovic, J. (2018). Links between socio-emotional skills, behavior, mathematics, and literacy performance of preschool children in Serbia. European Journal of Psychology of Education, 34, 417-438. doi: 10.1007/s10212-018-0387-8 [GS Search]
Azuma, R. (1997). A survey of augmented reality. In Presence: Teleoperators and Virtual Environments. MIT Press Journal. [GS Search]
Billingsley, G., Smith, S., Smith, S., & Meritt, J. (2019). A systematic literature review of using immersive virtual reality technology in teacher education. Journal of Interactive Learning Research, 30(1), 65–90. Association for the Advancement of Computing in Education. [GS Search]
Biocca, F., &Delaney, B. (1995). Immersive virtual reality technology. In Communication in the age of virtual reality. Lawrence Erlbaum Associates, Inc. [GS Search]
Bloom, B., Englehart, M., Frost, E., Hill, W., & Krathwohl, D. (1956). Taxonomy of educational objectives. In Handbook I: Cognitive domain. [GS Search]
Brown, S., Babb, I., Johnson, P., Scheifele, P., Lang, H., Zheng, D., Monte, D., & LaPorta, M. (2002). Classroom of the sea: Problem-based learning for the deaf. International Conference on Computers in Education. Proceedings. doi: 10.1109/CIE.2002.1186240 [GS Search]
ChanLin, L.-J., Chan, K.-C., & Wang, C.-R. (2019). An epistemological assessment of learning nutritional information with augmented reality. The Electronic Library, 37(2). doi: 10.1108/EL-06-2018-0128 [GS Search]
Chen, Y.-F., Luo, Y.-Z., Fang, X., & Shieh, C.-J. (2018). Effects of the application of computer multimedia teaching to automobile vocational education on students’ learning satisfaction and learning outcome. EURASIA J Math Sci Tech, 14(7), 3293-3300. doi: 10.29333/ejmste/91245 [GS Search]
Clark, G. (2013). Mapping financial literacy: Cognition and the environment. Geografiska Annaler: Series B, Human Geography, 95(2): 131–145. SSRN. doi: 10.1111/geob.12013 [GS Search]
Compen, B., Witte, K. D., & Schelfhout, W. (2019). The role of teacher professional development in financial literacy education: A systematic literature review. Educational Research Review, 26, 16-31. Elsevier. doi: 10.1016/j.edurev.2018.12.001 [GS Search]
Csikszentmihalyi, M. (1996). Creativity: Flow and the psychology of discovery and invention. Harper Coolins Publishers. [GS Search]
Cubukcu, E. (2011). Does the level of visual detail in virtual environments affect the user’s spatial knowledge? Environment and Planning B: Urban Analytics and City Science, 38(4). doi: 10.1068/b37079 [GS Search]
Dale, E. (1969). Audiovisual methods in teaching. The Dryden Press. [GS Search]
Davis, B., & Summers, M. (2015). Applying Dale's Cone of Experience to increase learning and retention: A study of student learning in a foundational leadership course. Science Proceedings, Engineering Leaders Conference 2014 on Engineering Education, 6. doi: 10.5339/qproc.2015.elc2014.6 [GS Search]
Dinechin, G. D., & Paljic, A. (2019). Virtual agents from 360° video for interactive virtual reality. CASA '19: Proceedings of the 32nd International Conference on Computer Animation and Social Agents, 75–78. doi: 10.1145/3328756.3328775 [GS Search]
Dharmawansa, A., Nakahira, K., & Fukumura, Y. (2011). Develop a monitoring tool and extract facial expression towards the analyzing student behavior in three-dimensional virtual environment. International Conference on Biometrics and Kansei Engineering, 134-139. doi: 10.1109/ICBAKE.2011.33 [GS Search]
D’Mello, S., Graesser, A., et al. (2007). Monitoring affective trajectories during complex learning. In Proceedings of the annual meeting of the cognitive science society (Vol. 29). doi: 10.1007/978-1-4419-1428-6_849 [GS Search]
Gupta, S., Owens, L., Tsiakas, K., & Makedon, F. (2019). vIIS: A vocational interactive immersive storytelling framework for skill training and performance assessment. PETRA '19: Proceedings of the 12th ACM International Conference on Pervasive Technologies Related to Assistive Environments. doi: 10.1145/3316782.3324016 [GS Search]
Gurney, K. and et al (2013). Action discovery and intrinsic motivation: a biologically constrained formalisation. In Intrinsically Motivated Learning in Natural and Artificial Systems. Springer. [GS Search]
Hickman, L., &Akdere, M. (2018). Exploring virtual reality for developing soft skills in stem education. In 7th World Engineering Education Forum (WEEF). doi: 10.1109/WEEF.2017.8467037 [GS Search]
Jansen-Osmann, P., & Fuchs, P. (2006). Wayfinding behavior and spatial knowledge of adults and children in a virtual environment: The role of landmarks. Experimental Psychology. doi: 10.1027/1618-3169.53.3.171 [GS Search]
Jerald, J. (2016). The VR Book: Human-Centered Design for Virtual Reality. NextGen Interactions – ACM Books #8. 2016.
Kitchenham, B. (2004). Procedures for performing systematic reviews. Keele University. [GS Search]
Kwasnicka, D., Dombrowski, S., White, M., & Sniehotta, F. (2016). Theoretical explanations for maintenance of behaviour change: a systematic review of behaviour theories. In Health Psychology Review, 277-296. doi: 10.1080/17437199.2016.1151372 [GS Search]
Lanquequin, V., Lourdeaux, D., & Barot, C. (2013). Humans: a human model based artificial environments software platform. In Laval Virtual VRIC’13, March 20-22. [GS Search]
Lee, H., Chung, S., & Lee, W. (2013). Presence in virtual golf simulators: The effects of presence on perceived enjoyment, perceived value, and behavioral intention. New Media Society, 15(6). SAGE Journals. doi: 10.1177/1461444812464033 [GS Search]
Lee, M. J. W., Georgieva, M., Alexander, B., Craig, E., & Richter, J. (2021). State of XR & Immersive Learning Outlook Report 2021. Walnut, CA: Immersive Learning Research Network.
Lee, M. (2011). Intrinsic activity: from motor babbling to play. In Development and Learning (ICDL), 1-6. IEEE. doi: 10.1109/DEVLRN.2011.6037375 [GS Search]
Maslow, A. H. (1943). Conflict, frustration, and the theory of threat. J. abnorm. (soc.) Psychol., 38, 81-86. doi: 10.1037/h0054634 [GS Search]
Mikropoulos, T. A., & Bellou, J. (2006). The unique features of educational virtual environments. Proceedings e-society, 1, 122–128. International Association for Development of the Information Society. [GS Search]
Milgram, P., Takemura, H., Utsumi, A., & Kishino, F. (1994). Augmented reality: A class of displays on the reality-virtuality continuum. Proceedings of Telemanipulator and Telepresence Technologies. SPIE Digital Library. doi: 10.1117/12.197321 [GS Search]
Montana, J., Gomez, M., Maisto, M., Mavrodiev, P., Cavalera, C., Diana, B., Mantovani, F., & Realdon, O. (2020). The Benefits of emotion Regulation Interventions in Virtual Reality for the Improvement of Wellbeing in Adults and Older Adults: A Systematic Review. Journal of Clinical Medicine, 9(2), 500. MDPI. doi: 10.3390/jcm9020500 [GS Search]
Mystakidis, S., Berki, E., & Valtanen, J. (2017). Toward successfully integrating mini learning games into social virtual reality environments recommendations for improving open and distance learning. EDULEARN17 Proceedings, 968-977. doi: 10.21125/edulearn.2017.1203 [GS Search]
OCDE (2003). Literacy skills for the world of tomorrow. UNESCO - Institute for Statistics. [GS Search]
Pastushenko, O., Oliveira, W., Isotani, S., & Hruska, T. (2020). A Methodology for Multimodal Learning Analytics and Flow Experience Identification within Gamified Assignments. CHI EA '20: Extended Abstracts of the 2020 CHI Conference on Human Factors in Computing Systems, 1–9. doi: 10.1145/3334480.3383060 [GS Search]
Peeters, N., Rijk, K., Soetens, B., Storms, B., & Hermans, K. (2018). A systematic literature review to identity successful elements for financial education and counseling in groups. The Journal of Consumer Affairs, 52(2), 415-440. doi: 10.1111/joca.12180 [GS Search]
Pekrun, R. (2006). The control-value theory of achievement emotions: assumptions, corollaries, and implications for educational research and practice. Educational Psychology Review, 18, 315–341. doi: 10.1007/s10648-006-9029-9 [GS Search]
Piaget, J. (1989). Les relations entre l’intelligence et l’affectivité dans le developpement de l’enfant. Les Émotions. Textes de base en psychologie. Paris: Delachaux et Niestlé, 75-95. [GS Search]
Rahimian, F., & Ibrahim, R. (2013). Behavioural design protocols in architectural design studios: A microscopic analysis. Pertanika Journal of Social Science and Humanities, 21(1), 235-258. [GS Search]
Ronto, R., Ball, L., Pendergast, D., & Harris, N. (2016). Adolescents' perspectives on food literacy and its impact on their dietary behaviours. Appetite, 107, 549-557. doi: 10.1016/j.appet.2016.09.006 [GS Search]
Rutchick, A., Slepian, M., Reyes, M., Pleskus, L., & Hershfield, H. (2018). Future Self-Continuity is Associated with Improved health and increases exercise behavior. Journal of Experimental Psychology: Applied, 24(1), 72-80. doi: 10.1037/xap0000152 [GS Search]
Sagar, M., Bullivant, D., Efimov, O., Jawed, M., Kalarot, R., Robertson, P., & Wu, T. (2014). Embodying models of expressive behaviour and learning with a biomimetic virtual infant. 4th IEEE International Conference on Development and Learning, ICDL, 62-67. doi: 10.1109/DEVLRN.2014.6982955 [GS Search]
Santos, C., Pimenta, C., & Nobre, M. (2007). A estratégia PICO para a construção da pergunta de pesquisa e busca de evidências. Revista Latino-Americana de Enfermagem, 15(3). doi: 10.1590/S0104-11692007000300023 [GS Search]
Scavarelli, A., Ary, A., & Teather, R. J. (2019). Towards a framework on accessible and social VR in education. IEEE Annual International Symposium Virtual Reality, 1, 1148-1149. doi: 10.1109/VR.2019.8798100 [GS Search]
Scherer, K. R. (2000). Psychological models of emotion. In J. Borod (Ed.). The neuropsychology of emotion (pp. 137–162). Oxford University Press. [GS Search]
Schulz, B. (2008). The importance of soft skills: Education beyond academic knowledge. Journal of Language and Communication, 146-154. [GS Search]
Sims, T., Raposo, S., Bailenson, J. N., & Carstensen, L. L. (2020). The future is now: Age-progressed images motivate community college students to prepare for their financial futures. Journal of Experimental Psychology: Applied, 26(4), 593–603. doi: 10.1037/xap0000275 [GS Search]
Slater, M., & Wilbur, S. (1997). A framework for immersive virtual environments (five): Speculations on the role of presence in virtual environments. Presence: Teleoperators and Virtual Environments, 6(6), 603-616. doi: 10.1162/pres.1997.6.6.603 [GS Search]
Snelson, C., & Hsu, Y. (2019). Educational 360-degree videos in virtual reality: A scoping review of the emerging research. TechTrends, 64, 404–412. Springer. doi: 10.1007/s11528-019-00474-3 [GS Search]
Soares, M. (2004) Letramento e alfabetização: as muitas facetas. Revista Brasileira de Educação, 25. doi: 10.1590/S1413-24782004000100002 [GS Search]
Southgate, E. (2020). Using screen capture video to understand learning in virtual reality. IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshop, 418-421. [GS Search]
Thordarson, A., & Vilhjalmsson, H. H. (2019). SoCueVR: Virtual reality game for social cue detection training. Proceedings of the 19th ACM International Conference on Intelligent Virtual Agents, 46–48. doi: 10.1145/3308532.3329440 [GS Search]
Tori, R., & Hounsell, M. S. (Eds.). (2020). Introdução a Realidade Virtual e Aumentada. Porto Alegre: Editora SBC. doi: 10.5753/sbc.6654.2 [GS Search]
Tori, R. (2017). Educação sem Distância, as Tecnologias Interativas na redução de Distâncias em Ensino e Aprendizagem. Editora Artesanato Educacional. 2ª ed. [GS Search]
Turkle, S. (1995). Life on the screen: Identity in the age of the Internet. Simon & Schuster [GS Search]
Way, W., & Wong, N. (2010). Harnessing the power of technology to enhance financial literacy education and personal financial well-being: A review of the literature, proposed model, and action agenda. In Working Paper WP 10-6. Center for financial security - University of Wiscosin-Madison. [GS Search]
Witmer, B., & Singer, M. (1998). Measuring presence in virtual environments: A presence questionnaire. Presence: Teleoperators and Virtual Environments, 7(3), 225–240. doi: 10.1162/105474698565686 [GS Search]
Yang, H., Pan, Z., Zhang, M., & Ju, C. (2008). Modeling emotional action for social characters. The Knowledge Engineering Review, 23(4), 321–337. doi: 10.1017/S0269888908000027 [GS Search]
Arquivos adicionais
Published
Como Citar
Issue
Section
Licença
Copyright (c) 2021 Bruno Silva de Oliveira, Romero Tori
Este trabalho está licenciado sob uma licença Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 International License.