VR-eLAB: A virtual reality platform for electronics education
Published: Jan. 10, 2025
Geleneksel
laboratuvarların
yüksek
maliyetleri,
sürekli
teknolojik
güncelleme
ihtiyacı
ve
sınırlı
kullanım
süresi
nedeniyle
sanal
laboratuvarlar
önem
kazanmıştır.
Bu
çalışmada,
mühendislik
eğitimindeki
bu
zorlukların
üstesinden
gelmek
için
Sanal
Gerçeklik
Tabanlı
Elektronik
Laboratuvarı
(VR-eLAB)
tanıtılmaktadır.
VR-eLAB,
öğrencilerin
Blender
‘da
oluşturulan
Unity
oyun
motoru
kullanılarak
entegre
edilen
3B
modellenmiş
devre
bileşenlerinden
yararlanarak
bir
ortamda
tasarlamalarına
simüle
etmelerine
olanak
tanır.
laboratuvar
uygulaması,
öğrenme
sürecini
geliştirmek
amacıyla
etkileşimli
dinamik
modellemesini
test
etmek
Oculus
Quest
2
VR
başlıklarına
edilmiştir.
etkinliğini
değerlendirmek
karşılaştırmalı
deney
yapılmıştır.
Deneyin
ardından
yapılan
anket,
katılımcıların
%81,1’inin
VR-eLAB’yi
geleneksel
laboratuvarlardan
daha
etkili
bulduğunu
ortaya
koyarken,
%88,2’si
zaman
yönetimi
yararlılığını
vurgulamıştır.
Öğrenciler,
ortamın
doğası
zenginleştirilmiş
deneyimleri
yaşadıklarını
bildirmişlerdir.
bulgular,
gerçekliğin
elektronik
laboratuvarlarını
erişilebilir
verimli
hale
getirme,
anlayışını
katılımını
artırma
potansiyelini
vurgulamaktadır.
Çalışma,
eğitimdeki
dönüştürücü
rolünü
koymakta
pratik
becerilerin
geliştirilmesini
teşvik
ederken
yöntemlere
uygun
maliyetli
esnek
alternatif
sunmaktadır.
Using Virtual Reality to Enhance Learning Performance and Address Educational Resource Disparities in Architectural History Courses
Sustainability,
Journal Year:
2025,
Volume and Issue:
17(3), P. 866 - 866
Published: Jan. 22, 2025
Field
surveys
are
an
important
component
of
architectural
history
courses,
but
they
challenging
for
students
with
limited
resources
or
geographical
constraints.
This
paper
aims
to
explore
the
potential
virtual
reality
(VR)
technology
as
a
solution
this
problem
by
testing
its
impact
on
student
learning
performance
in
course.
Dule
Temple,
heritage
building,
is
used
case
study
construct
VR
environment
options
ground-based
free
movement
modes.
A
total
102
third-year
architecture
participated
study,
experiencing
and
completing
survey.
From
results,
scene’s
level
detail
achieved
high
levels
satisfaction.
For
performance,
results
present
remarkable
interestingness
effectiveness
education.
provides
comprehensive
experience,
enhancing
understanding
historical
context,
styles,
spatial
relationships.
These
findings
show
VR’s
transformative
educational
medium,
complementing
and,
some
respects,
surpassing
traditional
approaches
such
field
surveys,
2D
materials,
physical
scale
models.
However,
emphasizes
that
should
not
entirely
replace
teaching
methods.
Instead,
combining
strengths
conventional
techniques
offers
balanced
effective
strategy
approach
address
imbalance
realize
sustainable
Language: Английский
Profiling Students by Perceived Immersion: Insights from VR Engine Room Simulator Trials in Maritime Higher Education
Luka Liker,
No information about this author
Demir Barić,
No information about this author
Ana Perić Hadžić
No information about this author
et al.
Applied Sciences,
Journal Year:
2025,
Volume and Issue:
15(7), P. 3786 - 3786
Published: March 30, 2025
Research
on
students’
immersive
experiences
with
fully
virtual
reality
(VR)
technologies
is
extensively
documented
across
diverse
educational
settings;
however,
in
maritime
higher
education,
it
remains
relatively
underrepresented.
Therefore,
by
using
segmentation
analysis,
this
study
aims
to
profile
engineering
students
at
the
Faculty
of
Maritime
Studies,
University
Rijeka,
perceived
immersion
(PIMM)
within
a
Head-Mounted
Display
(HMD)
VR
engine
room
simulator
and
explore
differences
their
learning
benefits
(PLBs),
future
behavioural
intentions
(FBI),
satisfaction
(SAT)
HMD-VR
experience.
The
sample
comprised
84
participants
who
engaged
preliminary
trials.
A
non-hierarchical
(K-mean)
cluster
combined
Elbow
method,
identified
two
distinct
homogeneous
groups:
Immersionists
Conformists.
results
an
independent
t-test
indicated
that
exhibited
significantly
scores
regarding
benefits,
intentions,
overall
than
underscore
significance
understanding
subjective
perception
implementation
further
development
education
training
(MET)
curricula.
However,
as
based
specific
case
particular
context,
result
may
not
directly
apply
broader
student
population.
Language: Английский
Extended Reality in Applied Sciences Education: A Systematic Review
Applied Sciences,
Journal Year:
2025,
Volume and Issue:
15(7), P. 4038 - 4038
Published: April 7, 2025
Augmented
Reality
(AR),
Virtual
(VR),
and
Mixed
(MR)
technologies—collectively
known
as
Extended
(XR)—have
ushered
in
a
new
era
of
immersive
interactive
instruction
applied
sciences
education.
This
systematic
literature
review
aims
to
examine
the
application
XR
technologies
across
various
scientific
educational
domains,
evaluate
their
impact
on
learning
outcomes,
identify
challenges
hindering
broader
integration.
Following
Preferred
Reporting
Items
for
Systematic
Reviews
Meta-Analyses
(PRISMA)
guidelines,
search
was
conducted
using
Web
Science,
ScienceDirect,
IEEE
Xplore,
focusing
empirical
studies
published
between
1
January
2010
November
2024,
resulting
inclusion
56
studies.
Among
these,
32
(53%)
employed
VR,
25
(42%)
utilized
AR,
3
(5%)
adopted
MR,
with
4
exploring
combined
VR
AR.
The
findings
indicate
that
is
primarily
higher
education
settings,
such
universities
graduate
programs,
whereas
AR
more
prevalent
primary
secondary
education;
although
MR
less
frequently
used,
it
exhibits
distinct
advantages
disciplines
requiring
high
interactivity
realism.
Overall,
each
modality
can
enhance
motivation,
efficiency,
immediate
knowledge
acquisition
short-term
interventions,
while
long-term
implementation
may
contribute
improved
memory
retention,
increased
learner
confidence,
sustained
engagement.
Despite
persistent
challenges—including
equipment
costs,
spatial
temporal
constraints,
small
sample
sizes,
insufficient
longitudinal
evidence—these
underscore
transformative
potential
Language: Английский