Virtual reality (VR) systems have the potential to be an innovation in the field of e-learning. Starting with fully functional e-classes, VR technologies can be used to build entire e-campuses. The power of VR is that it allows for stronger contact with students than computer-mediated technology. Deceptive behaviour, both verbal and nonverbal, refers to intentional activities designed to deceive others. Students often engage in dishonest practices to make progress. Whether it is cheating on an exam, copying another student's essay, or inflating their GPA, the motivation for cheating is rarely simply a lack of preparation. Even though some may see academic dishonesty as an asset, the reality is that it can have major consequences. This poster demonstrates the findings from a study of students' deceitful behaviour during a test in VR and in real-life situations. For this user study, 22 volunteers were invited to participate, with each experiment involving exactly two participants and the examiner present in the room. Students were invited to take two tests: one in VR and one on a laptop. Their goal was to score as many points as possible by simulating a real-world online exam. Participants were requested to complete questionnaires during and after each experiment, which assisted in collecting additional data for this study. The results indicate that the amount of cheating that happened in VR and on a laptop was exactly the same.
翻译:虚拟现实(VR)系统有望成为电子学习领域的创新技术。从功能完备的电子课堂起步,VR技术可用于构建完整的电子校园体系。VR的优势在于其能提供比计算机媒介技术更强的学生互动体验。欺骗性行为(包括言语与非言语形式)指旨在误导他人的故意活动。学生常通过不诚实手段以取得进展——无论是考试作弊、抄袭他人论文还是虚报绩点,其作弊动机很少仅因准备不足。尽管部分人可能将学术不端视为优势,实则可能引发严重后果。本海报展示了对VR环境与真实情境中学生考试欺骗行为的研究发现。本次用户研究邀请22名志愿者参与,每场实验均包含两名参与者及在场监考人员。学生需完成两项测试:VR环境测试与笔记本电脑测试,其目标是通过模拟真实在线考试场景获取最高分数。参与者在实验过程中及结束后需填写问卷,为本研究提供了补充数据。结果表明,VR环境与笔记本电脑环境中的作弊发生率完全一致。