2022 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops (VRW),
Год журнала:
2023,
Номер
unknown, С. 541 - 544
Опубликована: Март 1, 2023
As
education
enters
a
digitalized
era,
educators
are
embracing
new
tools
such
as
immersive
virtual
reality
(IVR)
for
K-12
teaching.
Here,
we
examine
the
benefits
of
using
IVR
in
and
highlight
interesting
existing
use
cases.
Then,
acknowledge
lack
framework
with
children
propose
key
components
that
should
be
incorporated
into
framework.
Additionally,
outline
pressing
topics
research
questions
essential
to
advance
field.
We
conclude
that,
although
holds
great
promises
shaping
digital
future
education,
there
still
several
challenges
consider.
Educational Technology Research and Development,
Год журнала:
2024,
Номер
72(3), С. 1691 - 1785
Опубликована: Март 19, 2024
Abstract
This
study
aims
to
analyze
the
use
of
virtual
reality
and
gamification
in
education
by
examining
existing
literature.
In
addition
reality,
this
focuses
on
gamified
learning
environments
which
refer
that
integrate
elements
mechanisms.
Based
Preferred
Reporting
Items
for
Systematic
Reviews
Meta-Analyses
(PRISMA)
statement,
a
systematic
literature
review
was
carried
out.
No
limitations
were
set
regarding
educational
level,
type
study,
subject,
publication
year.
The
related
articles
retrieved
from
5
databases
(ERIC,
Google
Scholar,
IEEE,
SCOPUS,
Web
Science).
A
total
112
included,
16
research
questions
explored,
thematic
analysis
conducted.
To
evaluate
quality
Mixed
Methods
Appraisal
Tool
(MMAT)
used.
According
findings,
support
several
pedagogical
theories
approaches.
Their
adoption
integration
into
can
enrich
transform
traditional
teaching
assessed
positively
students
teachers.
Gamification
significantly
affected
students’
achievements.
comparison
environments,
more
motivating,
engaging,
interactive
offered
opportunities
personalized
collaborative
learning.
Through
realistic
experiences
offered,
immersion
social
presence
be
enhanced,
knowledge
acquisition
improved,
material
comprehension
facilitated.
Positive
changes
student
attitude,
behavior,
mentality
as
well
improved
cognitive,
physical,
social–emotional
development
observed.
When
using
both
gamification,
outcomes,
motivation,
engagement,
self-efficacy
increased.
Additionally,
academic
performance,
active
involvement,
satisfaction
improved.
Students’
curiosity,
imagination,
focus,
interest
enhanced
their
skills
competences
developed.
Finally,
emerged
an
effective
tool
improve
at
all
levels,
subjects,
contexts.
Frontiers in Psychology,
Год журнала:
2023,
Номер
13
Опубликована: Янв. 6, 2023
Introduction
Interest
in
interactive
virtual
reality
(IVR)
is
increasing
due
to
its
potential
for
embodied
learning
and
group-led
teaching.
However,
few
studies
have
investigated
the
internal
mechanism
by
which
IVR
technology
features
experiences
affect
outcomes
terms
of
psychological
emotional
value.
Based
on
media
models
control
value
theory
achievement
emotions
(CVTAE),
this
study
uses
structural
equation
modeling
(SEM)
investigate
correlations
among
elements
features,
experiences,
outcomes.
It
also
emphasizes
role
played
experience
context.
Methods
The
sample
referenced
consisted
480
college
students
(193
males)
who
were
simultaneously
engaged
guided
inquiry
an
IVR-based
COVID-19
pandemic
science
museum
groups
10.
Results
findings
suggest
that
presence
perceived
enjoyment
a
key
mediating
effect
relationship
between
(VR)
simulation.
In
addition,
results
indicate
more
strongly
correlated
with
effects,
while
satisfaction.
Discussion
These
provide
intellectual
support
theoretical
backing
VR-based
instructional
design
environmental
development.
Moreover,
has
practical
regard
future
large-scale
application
experiential
teaching,
promotion
digital
transformation
intelligence
upgrading
education.
Contemporary Educational Technology,
Год журнала:
2023,
Номер
15(2), С. ep407 - ep407
Опубликована: Янв. 31, 2023
Virtual
reality
(VR)
is
developing
in
line
with
the
establishment
of
learning
metaverse,
although
relationship
between
its
acceptance
and
technological
pedagogical
content
knowledge
(TPACK)
very
unclear.
Therefore,
this
study
aims
to
determine
effects
facility
condition
(FC),
model
(TAM),
TPACK
on
pre-service
teachers’
use
VR
Indonesian
science
education
courses.
This
emphasizes
description
these
readiness
designing
for
teaching
integration.
The
survey
was
conducted
using
406
preservice
teachers
from
12
universities,
confirmatory
factor
analysis
(CFA)
partial
least
square-structural
equation
(PLS-SEM)
subsequently
utilized.
results
showed
that
PU
(perceived
usefulness),
PEOU
ease
use),
behavior
Intention
(BI),
TPACK,
FC
were
significantly
positively
related.
However,
two
hypotheses
emphasizing
rejected.
These
are
expected
facilitate
easily
adopting
Journal of Chemical Education,
Год журнала:
2023,
Номер
100(4), С. 1537 - 1546
Опубликована: Март 21, 2023
One
way
of
triggering
students'
interest
in
chemistry
is
making
education
more
meaningful.
Four
characteristics
meaningful
(MCE)
were
identified
projects
that
involved
a
redesign
curriculum
materials:
daily
life
context,
the
need-to-know
principle,
input,
and
macro–micro
connection.
Chemistry
has
struggled
with
implementation
learning.
A
possible
solution
might
be
use
immersive
virtual
reality
(IVR)
classrooms,
promising
tool
to
support
IVR
can
described
as
computer
simulation
provides
an
interactive
simulated
environment,
while
user
wears
head
mounted
display
experience
immersion
presence
environment.
The
aim
this
study
was
explore
features
MCE
at
secondary
school
level.
systematic
literature
search
done,
experts
consulted,
animation-
360°-IVR
lessons
designed
tested
classrooms.
Features
could
found
both
animation-IVR
were:
application
MCE,
necessity
storyboard,
difficulties
realizing
visualization,
positive
student
experiences.
These
used
design
future
MCE.
needing
careful
consideration
since
they
are
different
for
need
professional
designer,
degree
interactivity,
classroom
all
students
same
time.
Smart Learning Environments,
Год журнала:
2023,
Номер
10(1)
Опубликована: Окт. 24, 2023
Abstract
There
is
ongoing
scientific
discussion
on
the
role
of
innovative
technologies
in
enhancing
teaching
and
learning.
Technologies
like
augmented
reality,
virtual
mixed
artificial
intelligence,
generative
intelligence
have
sparked
debates
broader
literature.
To
contribute
to
discussions
these
topics
bridge
gaps
existing
works
literature
potentials
challenges
this
paper
provides
insights
from
students
teachers
use
reality
for
speaking
skills
so
far
lacking
academic
prose
domain.
Given
that
study
only
focused
obtaining
student
teacher
insights,
a
mixed-method
research
design
used
questionnaires
interviews
was
implemented
investigate
study.
After
analyzing
data
85
participants,
found
although
could
improved
students'
more
efficiently,
it
fun
exciting
learning
experience
teachers.
Other
novel
findings
were
instrumental
making
pedagogic
conclusions
study's
objective.
Journal of Educational Technology Systems,
Год журнала:
2022,
Номер
51(2), С. 146 - 168
Опубликована: Окт. 19, 2022
While
virtual
reality
(VR)
technology
can
provide
students
with
first-hand
and
situational
learning
experiences,
limited
studies
have
integrated
VR
in
a
K-12
classroom,
resulting
the
lack
of
understanding
benefits
challenges
use
classroom
settings.
To
examine
impact
on
student
learning,
this
study
employed
mixed-methods
quasi-experimental
research
approach
fully
immersive
(i.e.,
Oculus
Quest)
non-immersive
3D
website)
into
9th-grade
social
classrooms.
The
findings
demonstrated
that
while
quantitative
data
did
not
demonstrate
statistically
significant
improvement
knowledge
development
engagement
after
VR,
qualitative
showed
positive
engagement.
Furthermore,
growth
was
observed
historical
empathy
use.
share
critical
insight
integration
classroom.
Interactive Learning Environments,
Год журнала:
2023,
Номер
unknown, С. 1 - 18
Опубликована: Март 12, 2023
Recent
years
have
seen
an
increase
number
of
studies
on
spherical
video-based
virtual
reality
(SVVR)
in
education.However,
the
impact
SVVR
learning
performance
remains
unclear
and
cannot
be
simply
generalized
from
traditional
VR-based
education.
The
purpose
this
study
was
to
examine
overall
effects
cognitive
non-cognitive
outcomes
explore
a
set
moderating
variables
student,
technology,
pedagogy,
methodology
aspects.
meta-analysis
examined
33
31
articles
that
compare
other
instructional
conditions.
All
analyzed
were
published
between
2018
2021,
sourced
ERIC,
Web
Science,
Scopus,
Google
scholar.
This
resulted
27
independent
effect
sizes
23
outcomes.
Overall,
we
found
had
low-medium
medium
outcomes,
respectively.
For
significantly
moderated
by
scaffolding
type
duration.
interaction
functionality,
duration,
learner's
stage,
research
setting,
source
SVVR,
type.
A
detailed
discussion
findings
implications
for
teaching
with
provided.
TESOL Quarterly,
Год журнала:
2024,
Номер
58(4), С. 1786 - 1800
Опубликована: Май 13, 2024
Abstract
The
aim
of
this
study
is
to
explore
how
the
creation
spherical
video‐based
virtual
reality
(SVVR)
influences
students'
creativity
and
curiosity
in
project‐based
language
learning
(PBLL).
Technology
widely
used
various
instructional
contexts,
due
increasing
interest
VR
technologies,
current
investigated
SVVR
technology
PBLL
might
influence
self‐assessment
curiosity.
Twenty‐seven
students
participated
an
SVVR‐enhanced
PBL
course
were
asked
complete
two
questionnaires
on
Data
from
reflective
journals
teacher
notes
also
analyzed
investigate
implementations
for
using
learning.
findings
showed
that
their
levels
demonstrated
statistically
significant
development.
qualitative
data
analysis
identified
English
competence
as
a
factor
could
have
influenced
performance
during
course.
support
potential
motivating
embrace
new
ideas
perspectives
while
participating
authentic
problem‐solving
activities.