scholarly journals The Virtual reality electrical substation field trip: Exploring student perceptions and cognitive learning

2021 ◽  
Vol 1 (1) ◽  
pp. 47
Author(s):  
Erdem Memik ◽  
Sasha Nikolic
2019 ◽  
Vol 96 (2) ◽  
pp. 382-386 ◽  
Author(s):  
Fun Man Fung ◽  
Wen Yi Choo ◽  
Alvita Ardisara ◽  
Christoph Dominik Zimmermann ◽  
Simon Watts ◽  
...  

2017 ◽  
Vol 1 (1) ◽  
pp. 103
Author(s):  
Achmad Padi

The purpose of this study are: 1) To determine whether the effect Implementation Method Student Perceptions of the Effectiveness of Peer Tutor troubleshooting methods. 2) To determine whether the learning environment affect the effectiveness of troubleshooting methods. 3) To determine whether the Student Motivation affect the effectiveness of troubleshooting methods. 4) To determine whether the Student Perceptions of Peer Tutor Application Method to cognitive learning outcomes of students. 5) To determine whether the learning environment affect the students' cognitive learning outcomes. 6) To determine whether the Student Motivation towards cognitive learning outcomes of students. 7) To determine whether the Student Perceptions of Peer Tutor Application Method, learning environment, Student Motivation affect the effectiveness of troubleshooting methods. 8) To determine whether the Student Perceptions of Peer Tutor Application Method, learning environment, Student Motivation effect on students' cognitive learning outcomes. From the analysis can be summarized as follows: 1) There is a significant relationship between Student Perceptions of Peer Tutor Application Method, learning environment, Student Motivation Method of the Effectiveness of troubleshooting. with the value Fhitung 77 978 (significance F = 0. 000). So Fhitung> Ftabel (77 978> 1. 69) or Sig F <5% (0. 000 <0. 05). This means that together the independent variables consist of variables Student Perceptions about the application of the method tutor Peer (X1), the Learning Environment (X2), Student Motivation (X3) simultaneously to variable Efektiftas Solving Methods of Problem Solving (Y1) 2) There is a significant relationship between student Perceptions of Peer Tutor Application method, learning environment, student Motivation towards learning outcomes of students cognitive value Fhitung 78 323 (significance F = 0. 000). So Fhitung> Ftabel (78 323> 1. 69) or Sig F <5% (0. 000 <0. 05). This means that together the independent variables consist of variables Student Perceptions of Peer tutor application method (X1), the Learning Environment (X2), Student Motivation (X3) simultaneously to variable Learning Outcomes Cognitive Domains (Y2).


Author(s):  
Christian Moro ◽  
Zane Štromberga ◽  
Allan Stirling

Consumer-grade virtual reality has recently become available for both desktop and mobile platforms and may redefine the way that students learn. However, the decision regarding which device to utilise within a curriculum is unclear. Desktop-based VR has considerably higher setup costs involved, whereas mobile-based VR cannot produce the quality of environment due to its limited processing power. This study aimed to compare performance in an anatomical knowledge test between two virtual reality headsets, the Oculus Rift and Gear VR, as well as to investigate student perceptions and adverse health effects experienced from their use. An identical lesson on spine anatomy was presented to subjects using either the Oculus Rift or Gear VR, with no significant differences observed in test scores from participants using either device, with both groups answering 60% of the questions correctly. However, 40% of participants experienced significantly higher rates of nausea and blurred vision when using the Gear VR (P < 0.05). It was established that the more cost effective mobile-based VR was just as suitable for teaching isolated-systems than the more expensive desktop-based VR. These outcomes show great promise for the effective use of mobile-based virtual reality devices in medical and health science education.


Author(s):  
Philip Crowther ◽  
Andrew Scott ◽  
Tom Allen

This chapter presents a case study of a large common first year unit/subject in a major Australian university. The unit introduces students to the theory and practice of design through a learning environment that is brief and intense; being delivered in block mode over just four days, and being free of other academic commitments. Students choose from one of two concurrent environments, either a camping field trip or an on-campus alternative, and work in mixed discipline groups of six to nine students, on two sequential design projects. Participant survey and reflective journal data are used to analyse student perceptions of the learning activities and to establish the pedagogical success of learning about collaboration through the act of collaborating; specifically through a project-based design environment. The data supports the hypothesis that groups that emotionally engaged with collaboration and collaborated more effectively achieved higher academic grades.


Author(s):  
لمياء داغستاني+، وهناء النعيم، وزهجي زو وعبدالحميد رجب لمياء داغستاني، وهناء النعيم، وزهجي زو وعبدالحميد رجب+

Applications of virtual reality in E-Learning are gaining more popularity due to its interactive characteristics of virtual environments that can be offered. One unique example of this application is the use of virtual manipulatives, since they can be implemented on PCs economically for teaching students interactively in schools and universities. They enable students to learn mathematics thoroughly by easily providing computer-generated dynamic objects, allowing them to explore abstract mathematical concepts in a handson mode experince. In this paper, an implemented virtual reality based math virtual manipulatives is presented. A cognitive virtual reality learning model is also introduced. Performance evaluation of the virtual manipulatives, for several case studies, is achieved. Comparisons between the 2- Dimensions (2D) Java applets from National Library Virtual Manipulatives (NLVM) and the developed Java 3D Virtual Reality Math Manipulatives (VRMM) cases are performed. Results of the practical analysis for student grades show that VR enhances student learning of addition and subtraction operations in the VRMM, and it achieves superior results than the NLVM.


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