Enhancing the Online Education Experience Using Virtual Reality

Author(s):  
Irwyn Shepherd
2021 ◽  
Vol 20 (Issue Vol 20, No 3 (2021)) ◽  
pp. 409-422
Author(s):  
Miltiadis STABOULIS ◽  
Irene LAZARIDOU

This paper discusses the economic features of the current Covid-19 outbreak and its relation to labour markets and new skills in demand. At the same time, it focuses on how it started to expand worldwide, while reporting the ways of transmission and their effects on daily social and professional life. It is argued that focusing on skills and human capital could offer a strong foundation for building sustainable economies, as the recent months have been a suitable period to progress and advance digital skills, thus reducing digital illiteracy, while at the same time developing certain major sectors such as online education, ecommerce, telemedicine, entertainment, digital collaboration tools, virtual reality applications, etc. The author mainly focuses on the analysis of the recent global trends in many affected sectors, examines possible unemployment issues with an emphasis on the kind of new skills and soft skills in demand that are necessary for an easier transition to the new Covid-19 way of life.


2020 ◽  
Vol ahead-of-print (ahead-of-print) ◽  
Author(s):  
Sandra Maria Correia Loureiro ◽  
Ricardo Godinho Bilro ◽  
Fernando José de Aires Angelino

Purpose The purpose of this paper is to review studies on the use of virtual reality (VR) and gamification to engage students in higher education for marketing issues to identify the research topics, the research gaps and to prepare a future research agenda. Design/methodology/approach A literature review is performed based on two search terms applied to Web of Science, resulting in a final pool of 115 articles. A text-mining approach is used to conduct a full-text analysis of papers related to VR and gamification in higher education. The authors also compare the salient characteristics presented in the articles. Findings From this analysis, five major research topics are found and analysed, namely, teaching methodologies and education, experience and motivation, student engagement, applied theories in VR and gamification. Based on this and following the theory concept characteristics methodology framework, the paper provides directions for future research. Originality/value There is no comprehensive review exploring the topics, theories, constructs and methods used in prior studies concerning VR and gamification applied to higher education services based on all the articles published in well-regarded academic journals. This review seeks to provide deeper insights, to help scholars contribute to the development of this research field.


2020 ◽  
Vol 19 (Vol 19, No 3 (2020)) ◽  
pp. 409-422
Author(s):  
Miltiadis STABOULIS ◽  
Irene LAZARIDOU

This paper discusses the economic features of the current Covid-19 outbreak and its relation to labour markets and new skills in demand. At the same time, it focuses on how it started to expand worldwide, while reporting the ways of transmission and their effects on daily social and professional life. It is argued that focusing on skills and human capital could offer a strong foundation for building sustainable economies, as the recent months have been a suitable period to progress and advance digital skills, thus reducing digital illiteracy, while at the same time developing certain major sectors such as online education, ecommerce, telemedicine, entertainment, digital collaboration tools, virtual reality applications, etc. The author mainly focuses on the analysis of the recent global trends in many affected sectors, examines possible unemployment issues with an emphasis on the kind of new skills and soft skills in demand that are necessary for an easier transition to the new Covid-19 way of life.


2017 ◽  
pp. 811-820
Author(s):  
Nitesh Arora ◽  
Neha Tamrakar ◽  
Amy Price ◽  
Rakesh Biswas

Patient-centered learning and participatory research are emerging movements in the transformation of primary healthcare and research participation. In recent years this focus has extended to the utilization of User Driven Health Care (UDHC) networks for patient centered learning in medical education. Technology now makes it possible for patients, medical students, and providers to communicate through the Internet on a secure platform. Student authors experiencing this new brush with technology-supported, patient centered learning experience share how participation in a User Driven Health Care online education experience informed their learning and incited them to develop an interest in evidence based knowledge. They developed a survey tool and conducted interviews over the Internet to report on the experiences of others within the network. The findings were largely positive although some students did not feel the reality of the connection to an actual patient. Others report enjoying the experience and being enriched through the interaction, but, at the same time, expressed doubts whether this was a sustainable way to learn given the volume of information a student has to master to attain to the level of a practicing physician


2021 ◽  
Vol 21 (1) ◽  
Author(s):  
Susan Hattar ◽  
Abeer AlHadidi ◽  
Faleh A. Sawair ◽  
Islam Abd Alraheam ◽  
Ahmad El-Ma’aita ◽  
...  

Abstract Background The quarantine associated with the COVID-19 pandemic forced dental schools to suspend their clinical training and to shift to distant learning methods. The aim of this study is to investigate the impact of quarantine on the self-perceived preparedness of dental graduates and to explore the efficacy of online education from students’ perspectives. Methods The questionnaire distributed to dental students comprised of two main sections. The first part covered the online education experience, and the second part measured the level of self-perceived preparedness for a range of cognitive, communication and professional skills. Results The survey yielded a response rate of 72%. The majority of students (77%) agreed that they missed educational experiences as a result of the lockdown. More than half of them felt less motivated to follow-up with distant e-learning and believed that online assessment is not a good method for evaluation. A high percentage of the students (66%) thought that online group discussions had a positive value while 67% preferred online lectures compared to theatre lectures. Majority of students particularly 5th year (78.7%) (p < 0.001) stated that the quarantine increased their collaboration with their colleagues. According to 87% of students, the experience most negatively affected was their clinical training. In general, students showed satisfactory self-perceived preparedness related to a range of attributes and professional skills. Conclusions The data showed that students partially appreciated the online system, whereas they did not consider it a substitute for face to face clinical practice. The overall self-perceived preparedness level was promising; however students had reservations regarding independent practice following graduation.


2021 ◽  
Vol 2021 ◽  
pp. 1-10
Author(s):  
Min Wang ◽  
Rong Rong ◽  
Ke Jia ◽  
Jing Li ◽  
Zhuohui Zhou ◽  
...  

The development of information technology and the advancement of the process of educational informatization have provided technical support for education and education reform. The virtual simulation teaching mode is no longer a new thing for people, and it is more and more accepted by people familiar with it. Induction and analysis of short message texts generated by students’ online learning can fully understand students, make effective adjustments to the classroom, guide teachers’ teaching practice, and optimize the classroom, thereby improving students’ learning ability, practical ability, innovation ability, and collaboration. To study the effect of virtual simulation education on improving the skills of medical students, this paper is based on video training and education of virtual reality side-cut high-simulation simulator using case analysis and literature analysis methods. It collects data from databases and builds on online education. The model was developed, and a large number of relevant pieces of literature were read and analyzed through the literature survey method. The research results show that virtual simulation teaching can effectively improve students’ technical thinking and ability. Students’ technical thinking and ability are about 30% higher than traditional teaching methods, and the cooperation consciousness between students reaches 0.8 consciousness, which can solve the contradiction between popularization and improvement. And to solve the problems of polarization and transformation of underachievers, students’ personalities can be fully displayed and developed, and education and teaching will be on the track of quality education. This shows that training videos based on virtual reality technology can play a very good role in improving students’ technical mastery.


2021 ◽  
Vol 2021 ◽  
pp. 1-11
Author(s):  
Ziyan Yin ◽  
Sang-Bing Tsai

After decades of progress in virtual reality, the key technologies among them have reached the foundation to support the development of the virtual reality industry. Immersive virtual reality classroom is a bold attempt to combine present-day information science and technology with innovative teaching concepts, which inherits the characteristics of existing online education such as short and compact, large-scale, and free and open. Combined with immersive virtual reality technology, virtual reality classrooms will present strong. The virtual reality classroom will present a strong sense of immersion, interactivity, and conceptualization. This paper elaborates on the development history of virtual reality and its future development direction from the technical perspective and educational perspective, respectively. Taking Civic Science course as an example, after analyzing the feasibility and development significance of immersive virtual reality interactive teaching classroom in detail, the design scheme of immersive virtual reality classroom is proposed, the characteristics and advantages of virtual immersive virtual reality classroom are discussed, and the application of immersive virtual reality technology to classroom teaching is explored. Combined with the constructed virtual reality classroom, the testing, analysis, and evaluation work should be completed and corresponding improvements should be made to better meet the personalized learning needs of learners.


2014 ◽  
Vol 4 (3) ◽  
pp. 7-17 ◽  
Author(s):  
Nitesh Arora ◽  
Neha Tamrakar ◽  
Amy Price ◽  
Rakesh Biswas

Patient-centered learning and participatory research are emerging movements in the transformation of primary healthcare and research participation. In recent years this focus has extended to the utilization of User Driven Health Care (UDHC) networks for patient centered learning in medical education. Technology now makes it possible for patients, medical students, and providers to communicate through the Interneton a secure platform. Student authors experiencing this new brush with technology-supported, patient centered learning experience share how participation in a User Driven Health Care online education experience informed their learning and incited them to develop an interest in evidence based knowledge. They developed a survey tool and conducted interviews over the Internet to report on the experiences of others within the network. The findings were largely positive although some students did not feel the reality of the connection to an actual patient. Others report enjoying the experience and being enriched through the interaction, but, at the same time, expressed doubts whether this was a sustainable way to learn given the volume of information a student has to master to attain to the level of a practicing physician


This article presents the perception of 611 students from public universities in Mexico about online classes in pandemic times. Exploratory factor analysis was conducted. Vygotsky's contributions are taken, especially those related to emotional manifestations. It is concluded that the most important factor in this change is the emotions that are identified as an impulse to act during online classes, given the didactic and pedagogical components, resources, and supports for students that promote learning. This proposes a framework for considering the emotional aspects of positive engagement in students learning online. There is evidence of some balance between the advantages and disadvantages of online education. It also suggests that women perceive more negative emotions such as disappointment and frustration in the online education experience. The teacher, being a vicarious learning model, can innovate in education by promoting peripheral participation with other playful activities that involve abstract, applied, and situated learning.


Author(s):  
Ajay Karthic B. Gopinath Bharathi ◽  
Conrad S. Tucker

The objective of this paper is to test the hypothesis that immersive virtual reality environments such as those achievable through the head-mounted displays, enhance task performance in online engineering design activities. In this paper, task performance is measured by the time to complete a given engineering activity. Over the last decade, a wide range of virtual reality applications have been developed based on non-immersive and immersive virtual reality systems for educational purposes. However, a major limitation of non-immersive virtual reality systems is the lack of an immersive experience that not only provides content to students, but also enables them to interact and learn in a completely 360 degree immersive environment. The authors of this work have developed a replica of a physical engineering laboratory in an interactive virtual learning environment. This research measures the difference in task performance between i) students exposed to an immersive virtual reality system and ii) students exposed to a non-immersive virtual reality system, in the interactive virtual environment developed by the research team. This research seeks to explore whether statistically significant differences in performance exist between these groups. Knowledge gained from testing this hypothesis will inform educators about the value and impact of immersive virtual reality technologies in enhancing online education. A case study involving 54 students in a product functional analysis task is used to test the hypothesis.


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