scholarly journals Pupils’ Opinions on an Educational Virtual Reality Game in Terms of Flow Experience

Author(s):  
Emrah Akman ◽  
Recep Çakır

The purpose of the study is; to evaluate a game developed by using virtual reality technology in the teaching of fractions which is one of the most difficult topics in the fourth-grade mathematics curriculum, according to the opinions of pupils. An educational virtual reality game (Keşfet Kurtul) was developed for the study. Dur-ing the development of the game, the ideas of experts were utilized and flow theo-ry was taken into account. The educational virtual reality game was developed in the light of the flow theory. The research was carried out in a school in Samsun with 4th grade pupils. The game was evaluated by the pupils in terms of overall evaluation, challenge-skills balance, concentration on the task, clear goals, sense of control, action-awareness merging, loss of self-consciousness, transformation of time, unambiguous feedback and autotelic experience. As a result, the educa-tional virtual reality game Keşfet Kurtul is a digital learning environment that pu-pils enjoyed a lot. It has been determined that all tasks except the "radio" task, and in general the game itself, provide flow experience. It is proposed to redesign just one task of the game in terms of challenge-skills balance and clear goals. It's sug-gested that in experimental studies, different variables can be examined.

2021 ◽  
Vol 16 (23) ◽  
pp. 127-139
Author(s):  
Yaroslav Volodymyrovych Tsekhmister ◽  
Tetiana Konovalova ◽  
Bogdan Yaroslavovych Tsekhmister ◽  
Amit Agrawal ◽  
Dipanjana Ghosh

A study has been conducted to evaluate the virtual reality technology and online teaching system among medical students of Bogomolets National Medical University, Ukraine during COVID-19 pandemic. The final questionnaire contained the 15 questions with 5 options to comprehensively evaluate the virtual reality technology and online teaching system. The feedback of the survey was analyzed to find effectiveness of virtual reality technology and online teaching in medical education in Ukraine. Data of survey reflected that mostly students adopted and agreed on virtual reality technology and online teaching and admitted that these technologies are best alternatives to physical learning with the 65.79% an agreement with the user-friendly interface for virtual reality and online teaching system, while, 64.03% showed an agreement that virtual reality and online teaching system compensated the suspension of face-to-face medical education during the COVID-19. During online learning, there was ample time for educational activities as depicted from their response of 36.84% as strongly agree, 35.96% as agree, 6.14% as disagree, 4.39% as strongly disagree and 16.67% as neither agree nor disagree. Tutors/teachers also enjoyed virtual reality and online learning through their experience and flexibility in time management. Likewise, the results of all questions showed positive reviews and encouraged virtual reality and online teaching in academic continuity and stability in medical education in Ukraine. It can be concluded that digital learning environments are extremely effective in terms of medical students and staff satisfaction, accomplishment, and technical learning skill growth.


2021 ◽  
Vol 8 (1) ◽  
Author(s):  
Wilk Oliveira ◽  
Kamilla Tenório ◽  
Juho Hamari ◽  
Olena Pastushenko ◽  
Seiji Isotani

AbstractThe flow experience (i.e., challenge-skill balance, action-awareness merging, clear goals, unambiguous feedback, concentration, sense of control, loss of self-consciousness, transformation of time, and autotelic experience) is an experience highly related to the learning experience. One of the current challenges is to identify whether students are managing to achieve this experience in educational systems. The methods currently used to identify students’ flow experience are based on self-reports or equipment (e.g., eye trackers or electroencephalograms). The main problem with these methods is the high cost of the equipment and the impossibility of applying them massively. To address this challenge, we used behavior data logs produced by students during the use of a gamified educational system to predict the students’ flow experience. Through a data-driven study (N = 23) using structural equation modeling, we identified possibilities to predict the students’ flow experience through the speed of students’ actions. With this initial study, we advance the literature, especially contributing to the field of student experience analysis, by bringing insights showing how to step towards automatic students’ flow experience identification in gamified educational systems.


Author(s):  
V.V. Selivanov ◽  
P.V. Sorochinsky

The article presents the results of experimental researches of influence of educational virtual reality biological subjects in human thinking. The experimental data show significant positive shifts in the general level of thinking of the subject when answering questions on a specific academic subject, which requires a manifestation of mental activity, and also in characteristics of thinking in solving complicated subject tasks (the predicted level of the sought solution, the character of the analysis through synthesis, the character of the “acceptance-rejection” and other tips). The article also explains some of the mechanisms and regularities of influence of virtual reality on the human thinking. It is noted the complexity of the influence of three-dimensional images of virtual reality, a wide of animation and interactivity. Programs in virtual reality ensure the development of formal-logical thinking due to the establishment by the subject of a high degree of connection between the super-images of VR and the corresponding concepts presented in the text-sound accompaniment. As a result of experimental studies and substantiate the conclusion about the possibilities and prospects of application of virtual reality technology in education are presented in the article.


Author(s):  
Wei-Ying Wang ◽  
◽  
Li-Chu Tien ◽  
Yu-Qi Du

Based on the theory of immersion, this article explores the influence of the school's organizational innovation atmosphere on the improvement of college students' artistic creativity. Use AMOS data analysis to verify the impact of the school’s organizational innovation atmosphere and flow experience on college students’ artistic creativity? Explore new ways to use virtual reality technology to improve university art professional education, apply virtual reality technology to university art professional education, and provide a more modern and innovative atmosphere for art professional education. Discuss how virtual reality can play a greater potential in the process of art professional education, create an artistic conception of flow experience for college students, stimulate their artistic creativity, and improve the quality of art professional education. Explore the ways that virtual reality technology can help art students to improve their artistic creativity.


2017 ◽  
Author(s):  
Nicholas Gmeiner

This project aims to provide students with disabilities the same in class learning experience through virtual reality technology, 360-degree video capture, and the use of Arduino units. These technologies will be combined to facilitate communication between teachers in physical classrooms with students in virtual classrooms. The goal is to provide a person who is affected by a disability (which makes it hard to be in a traditional classroom) the same benefits of a safe and interactive learning environment.


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