Virtual reality use in online learning

 
 
 
  • Abstract
  • Keywords
  • References
  • PDF
  • Abstract


    This study aims to describe the application of virtual reality use in online learning for students’ in Higher Education. The research located at Educational Technology study program, Universitas Negeri Jakarta, Indonesia. The study focused on learning theories, learning method and learning model used in technology to improving learning outcomes in the classroom. The method uses explanatory sequential mixed method research. The first phase, data collected by a quantitative approach by distributing instruments to 300 respondents. The second phase, analyze the result through a qualitative approach. The data conducted by observation in the class, collaboration with 30 students’ in the academic year 2016 and 6 lecture of Learning Theories and Learning for an interview. The results shows indicate that using virtual reality can be foster motivation to learn develop students’ skill in learning model simulation and learning can be efficient and effective. Virtual reality also can improve students’ to teaching practice and exercise students’ to create innovation learning model use in technology.

     

     


  • Keywords


    Virtual Reality; Online Learning; Higher Education.

  • References


      [1] L. C. Miller, L. Wang, D. C. Jeong, and T. K. Gillig, “Bringing the Real World into the Experimental Lab : Technology-Enabling Transformative Designs,” in Social-Behavioral Modeling for Complex Systems, First Edition, First., P. K. Davis, A. O’Mahony, and Pfautz, J., Eds. JohnWiley & Sons, Inc. Published, 2019, pp. 359–385. https://doi.org/10.1002/9781119485001.ch16.

      [2] W. Ng, New Digital Technologiey in Education: Conceptualizing Professional Learning for Educators. Switzerland: Springer International Publishing, 2015.

      [3] Martono, Kurniawan Teguh, “Augmented Reality sebagai Metafora Baru dalam Teknologi Interaksi Manusia dan Komputer,” J. Sist. Komput, vol. 1, no. 2, pp. 60–64, 2011.

      [4] Sunarya, Pengenalan Tata Surya Berbasis Augmented Reality Menggunakan Metode Hough Transform. Bandung: Universitas Komputer Indonesia, 2011.

      [5] Indraprastha, Aswin. and Shinozaki, Michihiko., “The Investigation on Using Unity3D Game Engine in Urban Design Study,” ITB J. Inf. Commun. Technol., vol. 3, no. 1, pp. 1–18, 2009. https://doi.org/10.5614/itbj.ict.2009.3.1.1.

      [6] Berger, Matthias. and Cristie, Verina., “CFD post-processing in Unity3D,” Procedia Comput. Sci., vol. 51, pp. 2913–2922, 2015. https://doi.org/10.1016/j.procs.2015.05.476.

      [7] Crespo, Raúl., García, René., and S. Quiroz, “Virtual Reality Application for Simulation and Off-line Programming of the Mitsubishi Movemaster RV-M1 Robot Integrated with the Oculus Rift to Improve Students Training,” Procedia Comput. Sci., vol. 75, no. June, pp. 107–112, 2015. https://doi.org/10.1016/j.procs.2015.12.226.

      [8] Parisi, Tony, Learning Virtual Reality: Developing Immersive Experiences and Applications for Desktop, Web, and Mobile. O’Reilly, 2015.

      [9] Forte, Maurizio., et.al., “The Multimedia Room of The Scrovegni Chapel: A Virtual Heritage Project,” in Congress Enter the Past - The E-Way into the Four Dimensions of Cultural Heritage, 2003, pp. 529–532.

      [10] M. Fiadotau, M. Sillaots, and I. Ibrus, “Education on Screens: Histories of Co-innovation and Convergence between Audiovisual Media and Education Sectors,” in Histories of Education on Screens, Emerald Publishing Limited., 2019. https://doi.org/10.1108/978-1-78769-977-920191010.

      [11] Orti, Eva Segura. and Testal, Alicia Garcia., “Intradialytic virtual reality exercise: Increasing physical activity through technology,” Semin Dial, pp. 1–5, 2019.

      [12] R. S. Cabrero, O. C. Roman, F. J. P. Gomez, M. Angel, A. A. Gracia, and Fernandez, A.B., “Early virtual reality adopters in Spain : sociodemographic pro fi le and interest in the use of virtual reality as a learning tool,” Heliyon, vol. 5, pp. 3–27, 2019. https://doi.org/10.1016/j.heliyon.2019.e01338.

      [13] E. S. M, E. A. M, and A, Alexei Serna., “Integration of properties of virtual reality, artificial neural networks, and artificial intelligence in the automation of software tests: A review,” J. Softw. Evol. Process, no. January, pp. 1–12, 2019.

      [14] Jenson, Carole E. and Forsyth, Diane Mcnally., “Virtual reality simulation: Using three-dimensional technology to teach nursing students,” CIN - Comput. Informatics Nurs., vol. 30, no. 6, pp. 312–318, 2012. https://doi.org/10.1097/NXN.0b013e31824af6ae.

      [15] Creswell, J., W., Research Design_ Qualitative, Quantitative, and Mixed Methods Approaches. 2013.

      [16] Ritchie, J., Lewis, J., Qualitative research practice: A guide for social science students and researcher. New Delhi: Sage, 2013.

      [17] Creswell, J., W., Plano Clark., V.L., Designing and conducting mixed methods research (2nd ed.). Thousand Oaks. CA: Sage, 2011.

      [18] Kirkpatrick, Donal L., Kirkpatrick, James D., Implementing the Four Levels, A Practical Guide for Effective Evaluation of Training Programs. California: Berrent-Koehlear Publishers, 2007.

      [19] [19] Yunus, Faizal Amin Nur., Baser, Jamil Abd., Masran, Saiful Hadi., Razali, Nizamuddin., and Rahim, Bekri., “Virtual Reality Simulator Developed Welding Technology Skills,” J. Mod. Educ. Rev., vol. 1, no. 1, pp. 57–62, 2011.

      [20] Schmid Mast, Marianne, Kleinlogel, Emmanuelle P., Tur, Benjamin. and Bachmann, Manuel., “The future of interpersonal skills development: Immersive virtual reality training with virtual humans,” Hum. Resour. Dev. Q., vol. 29, no. 2, pp. 125–141, 2018. https://doi.org/10.1002/hrdq.21307.

      [21] Afrianto, "Being a professional teacher in the era of Industrial Revolution 4.0: opportunities, challenges and strategies for innovative classroom practices, " English language teaching and research, vol.2, no.1, 2018.


 

View

Download

Article ID: 29166
 
DOI: 10.14419/ijet.v8i3.29166




Copyright © 2012-2015 Science Publishing Corporation Inc. All rights reserved.