Design Aspects of a Virtual Reality Learning Environment to Assess Knowledge Transfer in Science

Author(s):  
Johanna Steynberg ◽  
Judy van Biljon ◽  
Colin Pilkington
2021 ◽  
Vol 13 (14) ◽  
pp. 7916
Author(s):  
Martin Krajčovič ◽  
Gabriela Gabajová ◽  
Marián Matys ◽  
Patrik Grznár ◽  
Ľuboslav Dulina ◽  
...  

The article deals with the design of virtual reality (VR) interactive training as a teaching method and its effect on knowledge transfer and retention of students. The first part presents the methodology of the VR interactive training design. The second part utilizes the created interactive training for a case study to evaluate its effect on the teaching process and to examine the potential of VR interactive training as a sustainable teaching method. The study took place at the Department of Industrial Engineering, Faculty of Mechanical Engineering, University of Žilina. Volunteers were divided into two groups. The first group used VR interactive training as a teaching method, while the second group used the conventional method. Both groups then underwent tests. The main goal was to evaluate the effect of the VR interactive training on the teaching process in comparison to the conventional method while trying to identify the key elements of the VR interactive training design and its influence on knowledge transfer and retention in a sustainable learning environment. At the start of the case study, four hypotheses were formed, questioning the effect of interactive training on knowledge transfer and retention in the long and short term, and its overall influence on the teaching process. Obtained data were then used to evaluate these hypotheses.


2016 ◽  
Vol 14 (2) ◽  
pp. 64-78 ◽  
Author(s):  
Yong Sang ◽  
Yu Zhu ◽  
Honghua Zhao ◽  
Mingyan Tang

The modern web-based distance education overcomes space-time restriction of the traditional teaching forms. However, being short of specifically observable and operable experimental equipment makes the web-based education lack advantages in the knowledge learning progress, which needs strong stereoscopic effect and operability. Truck crane is the most widely used crane installed on ordinary or tailor-made chassis with strong operability. This paper introduces a kind of interactive truck crane simulation platform based on the virtual reality technology, on which can complete the simulation experiment of the crane's movement. The framework and working principle of the interactive truck crane simulation platform are discussed in the paper, while landing leg and hook are used as an example to show the motion control mechanism of truck crane components. The interactive truck crane simulation platform uses the browser-based structure, Java3D, virtual reality and Java Applet, etc. to develop a Web3D virtual reality learning environment, which has the advantages of good interaction, strong sense of reality, simple update, less investment and so on. This learning environment can meet the needs that many students study online at the same time, so it has important application in the distance education of mechanical profession and remote training of vocational skills.


2019 ◽  
Vol 4 (12) ◽  
pp. 375
Author(s):  
Nurshamshida Md Shamsudin ◽  
Faizah Abdul Majid

Occupational Safety and Health Act (1994) and efforts taken to ensure the safety of workers in the construction industry. Despite these, accident rates are still alarming. One of the reasons is due to the weak pedagogy, lack of technology integration, and hazardous learning environment that lead towards low learning performance and practicing safety procedures. This study aims to discover the effectiveness of virtual reality simulation learning environment. Results show that there is a significant difference in trainee's achievements in a traditional construction site visit and virtual construction environment. To conclude, virtual reality learning environment offers effective learning platforms for millennials.Keywords: safety hazards; occupational safety and health; virtual reality;eISSN: 2398-4287 © 2019. The Authors. Published for AMER ABRA CE-Bs by E-International Publishing House, Ltd., UK. This is an open-access article under the CC BY-NC-ND license (http://creativecommons.org/licenses/by-nc-nd/4.0/). Peer-review under responsibility of AMER (Association of Malaysian Environment-Behaviour Researchers), ABRA (Association of Behavioural Researchers on Asians) and cE-Bs (Centre for Environment-Behaviour Studies), Faculty of Architecture, Planning & Surveying, Universiti Teknologi MARA, Malaysia.DOI: https://doi.org/10.21834/e-bpj.v4i12.1802


Author(s):  
Ahmed Al-Gindy ◽  
◽  
Chema Felix ◽  
Ali Ahmed ◽  
Amani Matoug ◽  
...  

2020 ◽  
Vol 11 (12) ◽  
pp. 141-154
Author(s):  
Munazza Mah Jabeen

Technology has travelled a long way from an analogue world to a digital age, where our interaction in the virtual world is leading us towards virtual reality. Ubiquitous learning (UL) can be considered as a pattern in erudition grounded on ubiquitous latest technologies usage through smart devices. The research has gaged the level of awareness of ubiquitous learning and analyzed the contribution of various factors that are responsible for the rate of adoption of UL. The outcome of this research has led to coming up with a framework which if applied in any academic setup will lead to the effective delivery of the futuristic ubiquitous educational learning environment.


Author(s):  
Serpil Meri-Yilan

Virtual reality (VR) technology has recently started shaping learning, especially language learning, with the aim of immersing learners into a VR learning environment. However, because of the high system cost of fully immersive VR, desktop VR has been implemented and preferred in educational settings. Based on a constructivist approach, desktop VR has drawn attention to the need for learner autonomy and an authentic VR learning environment. Therefore, this chapter describes empirical research on desktop VR-based learning using a constructivist approach. The research examined university students' interaction and perceptions of learning in this kind of learning environment. Based on the empirical findings gathered from observations and interviews, this chapter has aimed to discuss not only the issues observed both in previous studies and in this chapter, but also additional issues such as scaffolding, self-paced learning, collaboration, and learner differences in order for learning to occur in a well-designed desktop VR learning environment.


Author(s):  
Priscilla Bamba

From the simplest cell phone to virtual reality headsets, students today are bombarded by technology, so this is bound to affect their expectations in the learning environment and the way they relate to cognitive challenges. Today's culture is an immersion of advanced methods of communicating with each other and with their instructors. Adult learners who return to the world of higher education after having been away for some time have often felt the need to strive harder to show they fit into that world. With a broader worldview, more responsibilities, and often more wisdom gained from having held jobs, sometimes for years, they also bring a richer way of relating to the academic world. At the same, time, though, sometimes responsibilities, including full family lives, limit their time and energy they are capable of devoting to studying and completing assignments.


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