Experiences with Virtual Reality at Secondary Schools: Is There an Impact on Learning Success?

Author(s):  
Thomas Keller ◽  
Elke Brucker-Kley
Author(s):  
Ana Maria Machado ◽  
Andy Campbell ◽  
Ian Harper ◽  
Ana Albuquerque e Aguilar ◽  
António Oliveira

A team from the University of Coimbra is partnering with the producers of Inanimate Alice to present a distinctive vision of interactive storytelling in education. In this article, we will discuss the origins of the series, the vision of the creators and how technological developments have added to the user experience. Uniquely, this transmedia narrative demonstrates the progressive complexity of life in the digital age with Perpetual Nomads, the latest adventure, providing a narrative experience in Virtual Reality. The goal of the Portuguese translation is to introduce the reading of Inanimate Alice in elementary and secondary schools. It will be the first digital-born text to be read in Portuguese schools so, concurrently, we have been translating the pedagogical guidelines. Consequently, we intend presenting both the results of our work and the main challenges faced during preparation of the translations, especially focusing on intercultural analysis.


2018 ◽  
Vol 7 (3.30) ◽  
pp. 289
Author(s):  
Wong Ai Chin ◽  
Wan Ahmad Jaafar Wan Yahaya ◽  
Balakrishnan Muniandy

The purpose of this study is to investigate the effect of Virtual Science Laboratory (ViSLab) on visual signalling principles towards students’ perceived motivation. Motivation can be identified as a dimension that determines learning success and causes the high failure rate among online learners, especially in VR environments. Cognitive load researchers need to determine the motivational effects of instructional conditions, and identify strategies that maintain students’ awareness of the learning materials without their being distracted by the world outside, as well as help out instructional designers to distinguish the power of VR learning environments in enhancing the motivation of learners. The lesson of the science laboratory safety is developed in two different modes, Virtual Reality with Signalling (VRS) and Virtual Reality Non Signalling (VRNS). 2x2 quasi experimental factorial design is adopted in this research. The independent variables were the two modes of presentation. The moderator variable is the spatial ability. The dependant variable is the perceived motivation. The study sample consisted of 141 students. The Instructional Material Motivational Scale (IMMS) from Keller was used to determine students’ perceived motivation. ANOVA was carried out to determine if a significant difference occurred between the two groups in their motivation towards instructional materials. The findings of this study showed that the use of Virtual Reality with Signalling (VRS) treatment mode helped pupils perform significantly better than Virtual Reality Non Signalling (VRNS) in learning science laboratory safety. Overall, visual signalling principle needs to be considered in the design and development of Virtual Science Laboratory (ViSLab) to promote more effective learning.  


2020 ◽  
Vol 3 (1) ◽  
Author(s):  
Aderonke Kofo Soetan ◽  
Amos Ochayi Onojah ◽  
Adenike Janet Aderogba ◽  
Omotayo Olabo Obielodan ◽  
Olanrewaju Sulaimon Ganiyu ◽  
...  

Virtual reality is an emerging technology designed to provide interaction between a user and artificially generated environments. However, most teachers in Nigeria are not aware of how virtual reality can be widely used for educational purposes. The study investigated (i) awareness of teachers towards the use of virtual reality for instructional purpose and influence of gender and experience on teachers� awareness of virtual reality for instructional purpose. Descriptive survey research design was adopted for this study. 360 computer teachers were sampled from secondary schools across Kwara State with the use of researchs-developed questionnaire. The findings established that Virtual Bicycle and 3D Map world are the virtual reality facilities which most respondents are of aware for instructional purpose; and there was no significant difference between teachers� awareness of VR for instructional purpose based on gender and experience. It was thus recommended that seminars and training could also be organised for teachers on how to use VR to facilitate their teaching in and outside the classroom environment.Keywords: awareness; computer teachers; virtual reality; gender; experience; instructional purposes.


2021 ◽  
Vol 86 (6) ◽  
pp. 87-105
Author(s):  
Nataliia V. Soroko ◽  
Volodymyr M. Soroko ◽  
Manargul Mukasheva ◽  
Mª Matilde Ariza Montes ◽  
Vitalii A. Tkachenko

The article researches the use of virtual reality to support STEAM education in general secondary school. To study the impact of STEAM education, the authors proposed a teaching project for the secondary school about convex mirrors and their importance for special visibility and human safety, where the interviewed teachers were able to learn about a real example of the implementation of STEAM education for teaching their disciplines. The purpose of the article is to analyze the meanings and approaches to the use of virtual reality by teachers for organizing the STEAM-oriented learning environment and to identify the basic requirements to VR for supporting the implementation and development of STEAM education. One of the main trends of education modernization is STEAM education, which involves the integration of the natural sciences, the technological sciences, engineering, mathematics and art in the learning process, in particular, at general secondary schools. In light of the findings, researchers indicate that electronic educational resources (including VR & AR) are not only teaching tools for teachers but also a source of inspiration for students, which motivates and stimulates creative thinking. This is an important point considering that creativity is increasingly an important life skill that can help young people cope with the difficulties and uncertainties in their future careers in the fields of STEAM. Prospects for further research are seen in the creation of a model for assessing student performance in STEAM projects. The authors are planning to take into account the differences and features of the use of virtual reality for learning STEAM in schools in different countries, including Ukraine, Spain and Kazakhstan, when creating a multilevel model of STEAM-oriented learning environment using virtual reality tools. The purpose of the model is to evaluate not only the results of tests taken by students after learning this material but also their personal contribution to the final project product, their leadership skills, creative ideas and suggestions, abilities and skills in using ICT and VR in project research. In our next publications, we will focus on several Spanish and Kazakhstani secondary schools to detect the possible differences found in the use of virtual reality to support STEAM education in Ukrainian schools.


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