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... The potential of multimedia platforms extends beyond conventional educational settings. Rose et al. (2022) explored the use of virtual reality (VR) in multimedia learning, especially during the COVID-19 pandemic, highlighting its effectiveness in providing practical learning experiences under constrained conditions. Liao (2021) examined the application of platforms such as TikTok in physical education, revealing their capacity to increase engagement and teaching quality. ...
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This study examined the use of interactive multimedia learning platforms in dance education, guided by the Technology Acceptance Model (TAM) and Self-Efficacy Theory. The research used Structural Equation Modelling (SEM) with a random sample of 362 students from four schools in Beijing. It aimed to explore the relationship between perceived usefulness (PU), perceived ease of use (PEOU), attitudes towards these platforms, and the impact of self-efficacy on performance and learning. The results showed that PU and PEOU significantly improved students' attitudes, which in turn enhanced their self-efficacy and performance. The study suggests that multimedia platforms are more effective than traditional teaching methods in improving learning outcomes, engagement, and satisfaction in dance education. These findings contribute to the growing body of research on educational technology in the arts, highlighting the importance of integrating technological advancements with psychological factors when developing digital learning environments. This study stands out by combining TAM with Self-Efficacy Theory in the context of dance education, providing a comprehensive understanding of the cognitive and emotional factors that affect technology acceptance and learning outcomes. It addresses the challenges and benefits of using multimedia in a physically demanding field like dance, which has not been extensively researched. However, the study is limited by its focus on a specific region and demographic group. Future research should include a broader range of participants to ensure the findings are applicable to various contexts. Despite some limitations, this study offers valuable insights for designing more effective multimedia-based learning systems for dance and other fine arts.
... Blender, a powerful open-source 3D modeling and animation software, was used to create electrical machine parts for the virtual learning environment [14], [15], [16]. Blender scripting, which employs Python to automate tasks, create custom tools, and generate 3D models programmatically, was utilized to design and develop electrical machine components with increased efficiency, precision, and customization [17]- [19]. Fig.1 and Fig. 2 show the DC machine component parts created using Blender. ...
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This research paper explores the use of chatGPT to facilitate the development of educational experiences in the Roblox metaverse, specifically focusing on the electrical machine course. The primary objectives of this study are to demonstrate how chatGPT can streamline the creation of immersive and interactive learning environments within Roblox and to evaluate the efficacy of these experiences in engaging students and enhancing their understanding of electrical machines. Our approach leverages chatGPT's capabilities to optimize client-side scripts for server-side implementation efficiently, create well-structured dictionaries for describing game activities, stages, and points, and simplify the implementation of various effects and interactions. Upon completing our Roblox-based educational experience, the resulting code will be available under a Creative Commons license, allowing other educators and developers to build upon and customize our work for their needs. We tested this project with a group of 22 college-level students studying electrical machines, whose feedback has been instrumental in understanding the effectiveness of our methods and identifying areas for improvement. The results of this study suggest that integrating chatGPT into the development process of Roblox-based electrical machine-learning experiences can lead to increased student engagement and understanding. Further research is recommended to explore the broader implications of using chatGPT and other AI-powered tools in developing metaverse-based educational content across various subjects and learning environments. By doing so, we can continue to push the boundaries of what is possible in virtual education and provide more engaging and effective learning experiences for students worldwide.