scholarly journals The design, development and evaluation of a virtual reality based learning environment

Author(s):  
Chwen Jen Chen

<span>Many researchers and instructional designers increasingly recognise the benefits of utilising three dimensional virtual reality (VR) technology in instruction. In general, there are two types of VR system, the immersive system and the non-immersive system. This article focuses on the latter system that merely uses the conventional personal computer setting. Although VR is recognised as an impressive learning tool, there are still many issues that need further investigations. These include (i) identifying the appropriate theories and/or models to guide its design and development, (ii) investigating how its attributes are able to support learning, finding out whether its use can improve the intended performance and understanding, and investigating ways to reach more effective learning when using this technology, and (iii) investigating its impact on learners with different aptitudes. This project chose a learning problem that was related to novice car driver instruction, to study some aspects of these issues. Indeed, the study provided valuable insights to a feasible instructional design theoretical framework, as well as an instructional development framework for VR based learning environments. In addition, it also developed understanding of the educational effectiveness of such a learning environment and its effect on learners with different aptitude.</span>

Afrika Focus ◽  
2018 ◽  
Vol 31 (1) ◽  
pp. 13-34
Author(s):  
Haruni Machumu ◽  
Chang Zhu ◽  
Mustapha Almasi

Student motivation to learn is an essential component for the design, development and implementation of technology-mediated learning environments. Engagement learning strategies have been devised to assist students as they learn in a constructivist-based blended learning environment (CBLE). This study investigates the relationship between students’ motivational factors and their engagement learning strategies in a CBLE in Tanzanian Universities. Specifically, the study examines a) student motivational factors to learn, b) gender differences in motivational factors, and c) relates motivational factors with students’ engagement learning strategies. The study is built on theoretical foundations of engagement learning and constructivist-based blended learning. We used a self-report student motivational factors and engagement learning strategies survey (SMFELSs) to obtain data from 1010 undergraduate students from three universities. The results indicate that students are positively motivated to learn in CBLE. Our results also reveal that there is a statistically significant correlation between motivational factors and students’ engagement learning strategies. The results, on the one hand, enhance our understanding of students’ motivational factors to learn in a CBLE, and on the other hand expand knowledge on which student engagement learning strategies should be adopted and implemented in the context of challenging learning environments. Furthermore, the results are important for instructional designers, university teachers and curriculum developers. Our study further helps to improve the design of blended learning courses, constructivist learning environment and learning activities concerning students’ motivational factors and engagement learning strategies.


Author(s):  
Chris Christou

Virtual Reality is implemented by a combination of technologies that are used in order to visualize and provide interaction with a virtual environment. These environments often depict three-dimensional space which may be realistic or imaginary, macroscopic or microscopic and based on realistic physical laws of dynamics, or on imaginary dynamics. The multitude of scenarios that VR may be used to depict make it broadly applicable to the many areas in education. A key feature of VR is that it allows multi-sensory interaction with the space being visualized. Here we look at how this combination of multi-sensory visualization and interactivity make VR ideally suited for effective learning and try to explain this effectiveness in terms of the advantages afforded by active learning through experiences. We also consider some of the applications of VR in education and also some of its drawbacks.


2020 ◽  
Vol 4 (4) ◽  
pp. 672-681
Author(s):  
Dhomas Hatta Fudholi ◽  
Rahadian Kurniawan ◽  
Dimas Panji Eka Jalaputra ◽  
Izzati Muhimmah

Knowledge is needed for children with special needs to support their quality of life. This is a challenge for prospective educators / prospective teachers. A deeper knowledge is needed to really understand children with special needs. This research is carried out to develop a skill simulator application for autistic child’s prospective educator using Virtual Reality technology. This application will be used as a teaching medium which incorporates motion sensor tools. The sensors will make the virtual application looks realistic. The application was developed using the ADDIE method (Analysis, Design, Development, Implementation and Evaluation). The application development begins with discovering the characteristic of autistic children. This is done to formulate the learning materials. The knowledge base of the autistic children was obtained from the Sekolah Luar Biasa (SLB). By using the obtained knowledge, storyboard was designed and implemented. The developed application has been evaluated by 16 prospective child educators with autism and two professional experts. In general, the application can help prospective educators understand the characteristics of children with autism. Moreover, it provides a safe and pleasant teaching skill practice for the prospective educators.  


2020 ◽  
Vol 787 (12) ◽  
pp. 21-24
Author(s):  
Y.A. Bozhko ◽  
◽  
K.A. Lapunova ◽  

The article reflects the authors view on the technical and aesthetic side of the use of face bricks in the architecture of our country. The term brick design combines such indicators of brickwork as the color, size and surface of the brick itself, as well as the type of masonry and seam parameters. Unfortunately, the analysis of the current situation shows that the culture of consumption of face bricks in Russia remains at a low level, which is due to the lack of proper knowledge and insufficient number of qualified master masons. The main goal of brick design development is to popularize various types of three-dimensional masonry and reveal the potential of using bricks as a basic unit. The comparison shows the architecture of European cities, which does not differ in the complexity of architectural forms, but has advantages in the form of unusual masonry, color combinations, vertical direction of masonry and other elements of technical aesthetics. The use of bricks in various levels of brick design will allow you to avoid using architectural decoration on the facades of buildings, while preserving its authenticity and individuality. The brick, as a basic unit, is self-sufficient and is able to fulfill not only its functional role, but also its aesthetic one. In this situation, a necessary and decisive action will be competent communication with industry specialists, architects and designers, leading manufacturers and technologists who realize that we have a unique material that does not need additional wrapping when used efficiently.


2020 ◽  
Vol 1 (1) ◽  
pp. 62-70
Author(s):  
Amir H Sadeghi ◽  
Wouter Bakhuis ◽  
Frank Van Schaagen ◽  
Frans B S Oei ◽  
Jos A Bekkers ◽  
...  

Abstract Aims Increased complexity in cardiac surgery over the last decades necessitates more precise preoperative planning to minimize operating time, to limit the risk of complications during surgery and to aim for the best possible patient outcome. Novel, more realistic, and more immersive techniques, such as three-dimensional (3D) virtual reality (VR) could potentially contribute to the preoperative planning phase. This study shows our initial experience on the implementation of immersive VR technology as a complementary research-based imaging tool for preoperative planning in cardiothoracic surgery. In addition, essentials to set up and implement a VR platform are described. Methods Six patients who underwent cardiac surgery at the Erasmus Medical Center, Rotterdam, The Netherlands, between March 2020 and August 2020, were included, based on request by the surgeon and availability of computed tomography images. After 3D VR rendering and 3D segmentation of specific structures, the reconstruction was analysed via a head mount display. All participating surgeons (n = 5) filled out a questionnaire to evaluate the use of VR as preoperative planning tool for surgery. Conclusion Our study demonstrates that immersive 3D VR visualization of anatomy might be beneficial as a supplementary preoperative planning tool for cardiothoracic surgery, and further research on this topic may be considered to implement this innovative tool in daily clinical practice. Lay summary Over the past decades, surgery on the heart and vessels is becoming more and more complex, necessitating more precise and accurate preoperative planning. Nowadays, operative planning is feasible on flat, two-dimensional computer screens, however, requiring a lot of spatial and three-dimensional (3D) thinking of the surgeon. Since immersive 3D virtual reality (VR) is an upcoming imaging technique with promising results in other fields of surgery, we aimed in this study to explore the additional value of this technique in heart surgery. Our surgeons planned six different heart operations by visualizing computed tomography scans with a dedicated VR headset, enabling them to visualize the patient’s anatomy in an immersive and 3D environment. The outcomes of this preliminary study are positive, with a much more reality-like simulation for the surgeon. In such, VR could potentially be beneficial as a preoperative planning tool for complex heart surgery.


2021 ◽  
Vol 8 (1) ◽  
Author(s):  
Yewon Song ◽  
Seulah Lee ◽  
Yuna Choi ◽  
Sora Han ◽  
Hyuna Won ◽  
...  

AbstractThe wearable electronics integrated with textile-based devices is a promising strategy to meet the requirements of human comfort as well as electrical performances. This research presents a design and development framework for a seamless glove sensor system using digital knitting fabrication. Based on the performance requirements of glove sensors for controlling a prosthetic hand, desirable design components include electrical conductivity, comfort, formfit, electrical sensitivity, and customizable design. These attributes are determined and achieved by applying appropriate materials and fabrication technologies. In this study, a digital knitting CAD/CAM system is utilized to meet the desired performance criteria, and two prototypes of the seamless glove sensor systems are successfully developed for the detection of both human and robotic finger motions. This digital knitting system will provide considerable potential for customized design development as well as a sustainable production process. This structured, systematic approach could be adapted in the future development of wearable electronic textile systems.


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