Опубликована: Сен. 25, 2023
Язык: Английский
Опубликована: Сен. 25, 2023
Язык: Английский
Multimedia Tools and Applications, Год журнала: 2025, Номер unknown
Опубликована: Янв. 18, 2025
Язык: Английский
Процитировано
0Sustainability, Год журнала: 2023, Номер 15(12), С. 9628 - 9628
Опубликована: Июнь 15, 2023
Immersive virtual reality (VR) technology is constantly evolving and used in various fields of work our daily lives. However, traditional methodologies are still mostly education. There a disconnect between education the world work, future professionals need to be updated new working methods order able compete labour market. The main objective this study based on testing effectiveness digital didactic resources teaching–learning process, as well providing students with competences use these tools. methodology generated by research team development architectural projects has been applied teaching workshops experimental motivating strategies for using accessible that allow autonomous learning. With we have proven method opportunities it offers us results obtained twofold: one hand increased interest motivation making them participants their own training, other started fruitful path generation repositories content allows provide greater accessibility knowledge.
Язык: Английский
Процитировано
9Smart Learning Environments, Год журнала: 2024, Номер 11(1)
Опубликована: Март 29, 2024
Abstract Virtual Reality (VR) is a computer-generated environment with noteworthy didactic applications in different educational levels and areas of knowledge. The study the perceptions agents involved about use VR lectures fruitful line research because it has implications terms measures to be taken improve training competence professors its use. In this paper, quantitative, descriptive, correlational carried out on assessments sample 1638 Latin American university both (i) (ii) influence professors' area knowledge these assessments. For purpose, validated questionnaire was used, responses which were subjected statistical analysis. As result, found that ratings are very high, but believe their digital skills for insufficient. addition, significantly influences ratings, being higher have better self-concept skills. Furthermore, gender gaps also been identified answers given, behave differently according Finally, some conclusions, implications, recommendations drawn from results obtained.
Язык: Английский
Процитировано
1International Journal of Instruction, Год журнала: 2024, Номер 17(3), С. 19 - 36
Опубликована: Июнь 2, 2024
Virtual reality (VR) technologies have proven to be effective teaching tools in higher education, particularly arts education.Likewise, the analysis of assessment that professors make these helps understand their reception and design strategies for implementation universities.In this work, quantitative research is carried out analyze perception university on different technical didactic aspects virtual (VR), as well its limitations future projection.Specifically, significant differences are identified evaluations according tenure (private or public) where teach.For purpose, a validated questionnaire used, which was responded by 291 from 13 Latin American countries.The results show low levels digital skills use VR.There also strong gap between private public universities with respect competence VR.It suggested increase necessary equipment integrate VR technology carry specific faculty training sessions integration into education.
Язык: Английский
Процитировано
0Communications in computer and information science, Год журнала: 2024, Номер unknown, С. 138 - 150
Опубликована: Дек. 29, 2024
Язык: Английский
Процитировано
0Higher Learning Research Communications, Год журнала: 2023, Номер 13(2)
Опубликована: Окт. 4, 2023
Objectives: Analysis of the player profiles professors is a fruitful line research because may influence design gamified situations. We studied sample 243 university in Mexico to analyze with which they identify and those consider most effective didactically Method: Descriptive quantitative was used distributions responses questionnaire given group from different Mexican universities. These have been statistically analyzed by computing proportions profile choices applying Pearson’s chi-square test independence significant differences these choices. Results: 42.4% participants as Explorers, frequent among participants. However, about 15.6% them that their not suitable for learning. Player chosen diverge students described previous studies. Significant gender, area knowledge, training gamification are also identified. Conclusion: There strong gap between participating that, opinion, In addition, it has identified experience use influential factors professors. Implication Practice: The should be adapted specificities each knowledge. This will allow develop pedagogical skills help adapt didactic situations needs students.
Язык: Английский
Процитировано
1Lecture notes in networks and systems, Год журнала: 2023, Номер unknown, С. 1 - 10
Опубликована: Янв. 1, 2023
Язык: Английский
Процитировано
0Опубликована: Сен. 25, 2023
Язык: Английский
Процитировано
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