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ABSTRACT: Introduction
New technologies have great potential to facilitate students' understanding and appreciation of one of the most abstract and challenging school subjects - physics. This study aimed to examine the effects of a game-based virtual reality teaching method on secondary school students' self-beliefs, interest, and performance in physics through a quasi-experimental design using pre- and post-test data. The evaluation is based on the systemic actiotope model that explains a person's goal-oriented actions by an interplay of their environment, action repertoire (i.e., students' performance and interest in physics), and subjective action space (i.e., students' self-efficacy, self-concept, and implicit theories regarding physics).Method
A game-based virtual reality App to
SUBMITTER: Korlat S
PROVIDER: S-EPMC10909838 | biostudies-literature | 2024
REPOSITORIES: biostudies-literature