The EVRIM Framework: Guiding Ethical and Inclusive Virtual Reality Integration in Education DOI
Ali Geriş

Manisa Celal Bayar Üniversitesi Eğitim Fakültesi Dergisi, Journal Year: 2024, Volume and Issue: unknown

Published: Nov. 9, 2024

This study introduces the EVRIM Framework (Ethical Virtual Reality Integration Model), designed to meet growing need for ethical and effective integration of (VR) technology in education. As VR continues transform educational practices, a structured approach is essential maximize its benefits while adhering standards promoting inclusivity. The divided into five stages: Discovery, Design, Development, Deployment, Impact. Discovery stage involves identifying needs, selecting appropriate technologies, ensuring alignment with goals standards. Design focuses on creating immersive, interactive, inclusive content, emphasizing user experience accessibility. Development encompasses technical creation rigorous testing applications, data privacy, content accuracy, cultural sensitivity. Deployment practical implementation, including training educators students, integrating curricula, providing ongoing support. Finally, Impact assesses effects student performance learning outcomes, collecting analyzing continuously improve experiences. aims revolutionize education by enhancing inclusivity, principles, valuable tool educators, designers, policymakers. It serves as comprehensive guide leveraging responsibly effectively Future research should focus longitudinal studies assess long-term impacts, further development accessibility features, guidelines use By refining expanding Framework, can be used fullest potential, fostering an innovative landscape.

Language: Английский

AUGMENTED AND VIRTUAL REALITY IN U.S. EDUCATION: A REVIEW: ANALYZING THE IMPACT, EFFECTIVENESS, AND FUTURE PROSPECTS OF AR/VR TOOLS IN ENHANCING LEARNING EXPERIENCES DOI Creative Commons

Babajide Tolulope Familoni,

Nneamaka Chisom Onyebuchi

International Journal of Applied Research in Social Sciences, Journal Year: 2024, Volume and Issue: 6(4), P. 642 - 663

Published: April 17, 2024

This study provides an in-depth analysis of the impact, effectiveness, and future prospects Augmented Reality (AR) Virtual (VR) in educational settings. The primary objective was to explore how these immersive technologies are reshaping learning teaching landscapes. Employing a systematic literature review content methodology, research analyzed recent scholarly articles reports from 2014 2024, focusing on AR/VR applications education. findings reveal that AR VR significantly enhance experiences by offering immersive, interactive, engaging environments. These have been shown improve student engagement, knowledge retention, skill development. enriches traditional materials overlaying digital information onto real world, while facilitates experiential virtual However, challenges such as high costs, technical infrastructure requirements, development complexities were identified barriers widespread adoption. predicts where will continue evolve, enhancing user experience, improving accessibility, integrating seamlessly into curricula. Recommendations for stakeholders, including educators, administrators, policymakers, emphasize need investment infrastructure, educator training, development, collaboration with technology companies. Lastly, hold great promise transforming practices. Addressing current leveraging opportunities be key realizing their full potential experiences. Continued innovation this field essential effective integration education. Keywords: (AR), (VR), Educational Technology, Immersive Learning.

Language: Английский

Citations

54

Immersive procedural training in virtual reality: A systematic literature review DOI Creative Commons
Janine Jongbloed, Rawad Chaker, Élise Lavoué

et al.

Computers & Education, Journal Year: 2024, Volume and Issue: 221, P. 105124 - 105124

Published: July 26, 2024

Virtual reality (VR) head-mounted displays (HMDs) offer an immersive learning experience that could replicate real-life training. Our review identifies and critically analyses studies of interventions designed to provide procedural training via these media test outcomes associated with interventions. We undertook a systematic search the literature published between January 2013 March 2023 related using HMDs. methods protocol were guided by PRISMA framework. Thirty-three fulfilled broader inclusion criteria, while 23 fit stricter criteria measuring outcome. Studies categorized into three broad types: design or usability studies, comparisons, value-added research. Learning environments divided 360° video representations, serious games, simulations. included knowledge gain, retention, transfer. A subset 16 study results be in meta-analysis show significant positive medium effect size overall on as compared less environments. Knowledge transfer largest sizes. highlights richness diversity existing studies. find strong support for suggest important role embodied cognition maximizing outcomes. However, we also lack consistency intervention design, measured outcomes, terminology among In future, more experimental research designs similar types applications outcome measures are needed rigorously trends.

Language: Английский

Citations

9

Realidad mixta, virtual y aumentada: tecnologías para el aprendizaje DOI Creative Commons
Julio Cabero Almenara, Margarita R. Rodríguez Gallego, María del Carmen Llorente Cejudo

et al.

Texto Livre Linguagem e Tecnologia, Journal Year: 2025, Volume and Issue: 18

Published: Jan. 1, 2025

Resumen La potencialidad que las herramientas como la Realidad Aumentada, Virtual o Mixta poseen, tanto a nivel tecnológico didáctico, ha hecho los centros educativos incorporen atendiendo dos de sus características distintivas: accesibilidad y relevancia. En el artículo se presenta, analiza través una revisión exhaustiva estudios, investigaciones metaanálisis, diferentes posibilidades didácticas estos recursos ofrecen para ámbito educativo. Asimismo, analizan líneas investigación están desarrollando con objetivo ampliar conocimiento científico disponible, entre pueden destacar algunas como: formación del profesorado su uso didáctico; búsqueda principios diseño objetos aprendizaje; grado aceptación actitudes despiertan en docentes estudiantes; percepciones sobre dificultades hora incorporarlas; variables cognitivas asociadas utilización; o, estudios comparativos conocer eficacia, otras.

Citations

1

ICT-Based Game: An Alternative to Promote Healthy Eating in Ecuadorian Children Using User-Centred Design DOI Creative Commons

Paulina Amaluisa Rendón,

Gerado Manuel Rodríguez Torres,

Carlos Aguayza Mendieta

et al.

Journal of Educational and Social Research, Journal Year: 2025, Volume and Issue: 15(1), P. 29 - 29

Published: Jan. 5, 2025

Inadequate nutrition in Ecuadorian children leads to various physical, cognitive, and biological issues. However, the use of information communication technologies (ICT) has become established raising awareness promoting beneficial eating behaviours. This research, conducted at Indo-America Educational Unit during 2022-2023 academic year Ambato, Ecuador, aimed compare effectiveness a guide text versus didactic game enhancing knowledge about healthy among fifth-grade students Natural Sciences. The study involved 87 students, divided into two groups: Group 1, consisting 42 2, 45 students. teacher 1 used traditional methods (reading writing from text), while 2 employed called Flavour Puzzle. Statistical analysis revealed significant improvements motivation for using game-based method. Specifically, showed 26% greater improvement levels compared those their were nearly three times higher (89% vs. 30%). results indicate that method clear comparative advantage over text-based instruction, as it not only facilitated teaching but also enhanced socialization engagement Technological resources like Puzzle are more engaging should be utilized both recreational educational tools Sciences school level. Received: 30 September 2024 / Accepted: 31 December Published: 05 January 2025

Language: Английский

Citations

0

The Effect of Virtual Reality-Based Teaching (VRBT) on Nursing Students’ Learning Performance and Engagement in Anatomy DOI Open Access

Behnam Rasouli

Journal of Medical Education, Journal Year: 2025, Volume and Issue: 23(1)

Published: Jan. 11, 2025

Background: This research aimed to assess the effectiveness of virtual reality-based teaching (VRBT) in enhancing learning performance and engagement nursing students anatomy courses. Methods: A quasi-experimental study with a pretest-posttest design was conducted. Due limited number enrolled course, convenience sampling employed. Students were randomly assigned one two groups: (1) Traditional (TL) group (2) VRBT group. Academic achievement tests administered performance, while questionnaire on self-reported perceptions used evaluate student engagement. Data analyzed using t-tests covariance analysis. Results: The population comprised 62 fourth-year findings revealed that demonstrated significantly better compared those TL However, no significant difference observed between groups. Additionally, more likely report positive utilization VR technology classroom. Conclusions: provides valuable insights into how reality (VR) can improve outcomes for students. use education is strongly recommended.

Language: Английский

Citations

0

Design and Evaluation of Immersive Virtual Reality (VR) Labs in an Online Undergraduate Physics Course DOI
Xin Wang,

Jordan Ellsworth,

Marc D. Lundstrom

et al.

American Journal of Distance Education, Journal Year: 2025, Volume and Issue: unknown, P. 1 - 16

Published: March 12, 2025

Language: Английский

Citations

0

Implicit Learning of Professional Skills through Immersive Virtual Reality: a Media Comparison Study DOI

Pierre Bondesan,

Audrenne Canal,

Sylvain Fleury

et al.

Published: March 8, 2025

Language: Английский

Citations

0

Profiling Students by Perceived Immersion: Insights from VR Engine Room Simulator Trials in Maritime Higher Education DOI Creative Commons

Luka Liker,

Demir Barić, Ana Perić Hadžić

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

Citations

0

Time Matters in VR: Students Benefit from Longer VR Class Duration, but Certain Outcomes Decline After 45 Minutes, with Large Individual Variance DOI
Rabindra Ratan, Q. H. Lin,

Chaeyun Lim

et al.

Computers & Education, Journal Year: 2025, Volume and Issue: unknown, P. 105328 - 105328

Published: April 1, 2025

Language: Английский

Citations

0

The Future of Fashion Retail: Virtual Experiences and E-Commerce Integration DOI Creative Commons
S.Sheraz Ahmad, Yu Zhang, Iqra Yamin

et al.

International Journal of Advanced Engineering and Nano Technology, Journal Year: 2024, Volume and Issue: 11(3), P. 1 - 8

Published: March 28, 2024

This innovative research integrates methodologies from two distinct studies to advance our comprehension of immersive virtual experiences within the realms fashion and e-commerce. By amalgamating insights both methodologies, this refined approach introduces novel components, including a shopping environment, post-VR behavior analysis, biometric data collection, extended interviews, longitudinal study design, control group implementation. Participants engaged in 360-degree VR shows using Oculus Quest 2, while their physiological responses were meticulously monitored. Following encounters, participants navigated store, subsequent was methodically tracked. Extended interviews delved into enduring effects, examined evolution attitudes over three-month period. The inclusion ensured robustness causal inferences. sophisticated methodology promises comprehensive exploration intricate interplay between encounters consumer behaviors, providing nuanced evolving landscape consumption. embracing cutting-edge elements such as environments, aims unravel multifaceted effects experiences, contributing deeper understanding interactions with environments shaping future trajectory

Language: Английский

Citations

2