A Review of Virtual Reality from Primary School Teachers’ Perspectives DOI Open Access
Karen Ann Walstra, Johannes Cronjé, Thirusellvan Vandeyar

et al.

The Electronic Journal of e-Learning, Journal Year: 2023, Volume and Issue: unknown

Published: Sept. 1, 2023

Virtual reality (VR) is used across the educational spectrum (higher education, high school, primary and even pre-school); however, school teachers’ perceptions of using VR in their classrooms require further research. A brief review literature 100 existing articles related to teaching within context was conducted. The were obtained by performing a word search Google Scholar, with keywords 'virtual teachers 2018 - 2023'. Teachers indicated both hesitance enthusiasm for incorporating VR. findings this study that only low number (n = 11) addressed teachers, compared total reviewed (n=100). Researching assists supporting wider fringe aspects e-learning practices, such as It advances compass knowledge integrating immersive learning tools into classroom.

Language: Английский

Technology-Enhanced Education through VR-Making and Metaverse-Linking to Foster Teacher Readiness and Sustainable Learning DOI Open Access
Hyejin Lee, Yohan Hwang

Sustainability, Journal Year: 2022, Volume and Issue: 14(8), P. 4786 - 4786

Published: April 16, 2022

The main purpose of this paper is to bring pioneering insights into the core line sustainable education research by investigating multi-dimensional aspects teachers’ readiness design technology-enhanced learning environments. In order achieve goal, study documents experiences pre-service English teachers in instructional Virtual Reality (herein, VR) content K–12 digital textbooks. Furthermore, it examines how their VR creation can be linked a metaverse platform for adaptivity and education. data are collected pre-/post-surveys as well reflective papers. pre-/post-survey responses analyzed with t-test determine significance; entries scrutinized sentiment analysis text mining. findings suggest that such transformative VR-Making VRM) contents conducive capacitate technological readiness, 4Cs (Critical Thinking, Creativity, Collaboration, Communication) citizenship, perceived pedagogical benefits. Based on findings, continues support need providing teaching practitioners hands-on learning-to-teach opportunities emerging technology tool fulfill

Language: Английский

Citations

239

Unlocking the Potential: A Comprehensive Evaluation of Augmented Reality and Virtual Reality in Education DOI Open Access
Mohammed A. M. AlGerafi, Yueliang Zhou, Mohamed Oubibi

et al.

Electronics, Journal Year: 2023, Volume and Issue: 12(18), P. 3953 - 3953

Published: Sept. 20, 2023

Augmented Reality (AR) and Virtual (VR) are poised to revolutionize education by offering immersive interactive learning experiences. This research comprehensively evaluates the educational applications of AR VR, specifically emphasizing their impact on student motivation, outcomes, engagement, overall The analysis explores how VR can improve learning, knowledge retention, skill acquisition systematically reviewing existing literature from diverse domains, including K-12 education, higher STEM professional training, lifelong learning. Additionally, investigates pivotal role in fostering environments, unveiling these technologies promote active collaboration, critical thinking through simulations evaluation considers potential beyond traditional classroom settings distance assesses feasibility virtual classrooms, web-based Massive Open Online Courses (MOOCs). A significant aspect study involves understanding attitudes toward influence intrinsic interest, enthusiasm for material. Based a thorough relevant literature, aims provide practical recommendations educators effectively incorporate into practices. prioritize pedagogically sound design, educator accessibility consideration ensure equitable access all learners. In summary, this extensive reveals strengths, limitations, challenges making informed decisions utilizing create engaging, impactful experiences, generation technologically proficient knowledge-driven

Language: Английский

Citations

117

Virtual reality technology in art education with visual communication design in higher education: a systematic literature review DOI
Jiawei Wang, Nur Azlina Mohamed Mokmin

Education and Information Technologies, Journal Year: 2023, Volume and Issue: 28(11), P. 15125 - 15143

Published: April 26, 2023

Language: Английский

Citations

31

Effectiveness of Virtual Reality on Learning Engagement DOI Open Access
Jingyuan Chen,

Zongjian Fu,

Hongfeng Liu

et al.

International Journal of Web-Based Learning and Teaching Technologies, Journal Year: 2023, Volume and Issue: 19(1), P. 1 - 14

Published: Dec. 15, 2023

With its immersive, interactive, and creative capabilities, virtual reality (VR) has been widely used in educational settings to provide students with challenging real-world experiences. As a result, interest effectiveness grown. The goal of this meta-analysis is examine how VR technology affects students' motivation study. A comprehensive analysis the literature up December 2022 revealed 15 randomized controlled trials or quasi-experimental studies. These studies were also coded moderating effects their features, such as types learner engagement, stages, learning domains, technology, effect knowledge types. results indicate large on student engagement (g=0.85). Furthermore, findings moderator demonstrate that more significant impact cognitive higher education learners, immersive experiences, field art education, procedural learning.

Language: Английский

Citations

21

Optimized multiscale deep bidirectional gated recurrent neural network fostered practical teaching of university music course DOI
Yuanyuan Hu

Journal of Intelligent & Fuzzy Systems, Journal Year: 2024, Volume and Issue: 46(4), P. 9577 - 9590

Published: March 1, 2024

Music education has a rich historical background. Nevertheless, the introduction of modern teaching methods is relatively delayed. In recent years, there been remarkable acceleration in advancement music education. A promising tool that emerged to revolutionize as whole Virtual Reality (VR) technology, which offers immersive and interactive experiences across various disciplines. At university level, integrating VR technology into opens up exciting opportunities enhance practical provide students with enriched musical experiences. together Internet Things (IoT) demonstrates its capabilities tasks, but widespread availability online learning remainders pressing challenge needs be addressed. pre-processing, it removes noise data using Dynamic Context-Sensitive Filtering (DCSF). creates an unparalleled environment, transporting virtual concert halls, recording studios, or venues. Hence Multiscale deep bidirectional gated recurrent neural Network (MDBGNN) improves course concept, like theory, harmony, rhythm can visualized experienced VR. Finally, Dung Beetle Optimization Algorithm (DBOA) employed optimize weight parameters MDBGNN. The proposed MDBGNN-DBO-UMC-VRT implemented Python. method analysed help performance metrics, precision, accuracy, F1-score, Recall (Sensitivity), Specificity, Error rate, Computation time RoC. attains 13.11%, 18.12% 18.73% high specificity, 11.13%, 11.04% 19.51% lower computation Time, 15.29%, 15.365% 14.551% higher ROC 13.65%, 15.98%, 17.15% Accuracy compared existing methods, such Enhancing Vocal Teaching through Fusion Artificial Intelligence Algorithms Technology (CNN-UMC-VRT), Exploring Efficacy Augmenting Art (BPNN-UMC-VRT) Implementing Interactive Music-Assisted System Using (DNN-UMC-VRT) respectively.

Language: Английский

Citations

7

An Empirical Study on Oculus Virtual Reality Applications: Security and Privacy Perspectives DOI
Hanyang Guo, Hong‐Ning Dai, Xiapu Luo

et al.

Published: April 12, 2024

Although Virtual Reality (VR) has accelerated its prevalent adoption in emerging metaverse applications, it is not a fundamentally new technology. On one hand, most VR operating systems (OS) are based on off-the-shelf mobile OS (e.g., Android). As result, apps also inherit privacy and security deficiencies from conventional apps. the other contrast to apps, can achieve immersive experience via diverse devices, such as head-mounted displays, body sensors, controllers though achieving this requires extensive collection of privacy-sensitive human biometrics hand-tracking face-tracking data). Moreover, have been typically implemented by 3D gaming engines Unity), which contain intrinsic vulnerabilities. Inappropriate use these technologies may incur leaks vulnerabilities although issues received significant attention compared proliferation In paper, we develop assessment tool, namely VR-SP detector for The integrated program static analysis tools privacy-policy methods. Using detector, conduct comprehensive empirical study 500 popular We obtain original Oculus SideQuest app stores extract APK files Meta Quest 2 device. evaluate data analysis, taint analysis. find that number widely exist our results reveal conflicting representations policies inconsistencies actual with statements Based findings, make suggestions future development

Language: Английский

Citations

6

Enhancing primary school students’ performance, flow state, and cognitive load in visual arts education through the integration of augmented reality technology in a card game DOI
Jing Chen, Nur Azlina Mohamed Mokmin

Education and Information Technologies, Journal Year: 2024, Volume and Issue: unknown

Published: Jan. 29, 2024

Language: Английский

Citations

5

Metaverse in tourism education: A mixed method on vision, challenges and extended technology acceptance model DOI
Suat Akyürek, Gökhan Genç, İsmail ÇALIK

et al.

Journal of Hospitality Leisure Sport & Tourism Education, Journal Year: 2024, Volume and Issue: 35, P. 100503 - 100503

Published: May 22, 2024

Language: Английский

Citations

4

Simulation of low carbon building VR design process based on IoT thermal energy recovery technology DOI
Chao Chen,

Ming Xu

Thermal Science and Engineering Progress, Journal Year: 2025, Volume and Issue: unknown, P. 103216 - 103216

Published: Jan. 1, 2025

Language: Английский

Citations

0

The potential of virtual reality (VR) in teaching English culture and situations DOI Creative Commons

Feng Le

Journal of Computational Methods in Sciences and Engineering, Journal Year: 2025, Volume and Issue: unknown

Published: March 13, 2025

In today’s era, English learning is becoming more and important, the combination of science technology education has become an important research direction. still suffering from problems low efficiency students’ difficulties. order to solve this problem, we are based on exploring development potential VR-based cultural situational teaching model. study, investigate current status combining applying VR with literature review method, then conducted a questionnaire survey comprehensively assess effect role in learning. Finally, conclude that good application prospect culture teaching, which can stimulate enthusiasm for enhance

Language: Английский

Citations

0