Virtual reality acceptance in classrooms: A case study in teaching science
Virtual reality can be defined as “near reality” where virtual is near and reality is experience by humans. The aim of this research is to explore the benefits of VR technology in education that can engage the learning process using Virtual Reality (VR) in the classroom. Thus, the research objective...
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my.utm.903922021-04-30T14:38:28Z http://eprints.utm.my/id/eprint/90392/ Virtual reality acceptance in classrooms: A case study in teaching science Megat Zakaria, Megat Aman Zahiri Abuhassna, Hassan Ravindaran, Kavipriya H Social Sciences (General) Virtual reality can be defined as “near reality” where virtual is near and reality is experience by humans. The aim of this research is to explore the benefits of VR technology in education that can engage the learning process using Virtual Reality (VR) in the classroom. Thus, the research objectives are to seek for student design and development of application, convenient, facileness and gratification of VR application in learning process. Using quantitative method, data from questionnaires and evaluations of existing Virtual Reality applications were analyzed in descriptive way to assess the viability of mobile Virtual Reality as a medium for improving learning. The developing process of an VR mobile based application is defined explicitly, and the final graphical student interface of the application is demonstrated to show overall look of the final product that is developed for this project. This includes three types of testing in this project which are performance testing, user acceptance testing and usability testing. Based on the 40 respondents results, it can be concluded that virtual reality application is a good application that can enhance and also engage students learning process in science subject as the mean value for perceived of convenient items was 3.67, followed by 3.66 for perceived of facileness items and finally mean value for perceived of gratification items was 3.61. To conclude, virtual reality application is an effective application for students’ science learning process in school especially in the 21st century teaching and learning. World Academy of Research in 2020 Article PeerReviewed application/pdf en http://eprints.utm.my/id/eprint/90392/1/MegatAmanZahiri2020_VirtualRealityAcceptanceinClassrooms.pdf Megat Zakaria, Megat Aman Zahiri and Abuhassna, Hassan and Ravindaran, Kavipriya (2020) Virtual reality acceptance in classrooms: A case study in teaching science. International Journal of Advanced Trends in Computer Science and Engineering, 9 (2). pp. 1280-1294. ISSN 2278-3091 http://dx.doi.org/10.30534/ijatcse/2020/58922020 |
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H Social Sciences (General) Megat Zakaria, Megat Aman Zahiri Abuhassna, Hassan Ravindaran, Kavipriya Virtual reality acceptance in classrooms: A case study in teaching science |
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Virtual reality can be defined as “near reality” where virtual is near and reality is experience by humans. The aim of this research is to explore the benefits of VR technology in education that can engage the learning process using Virtual Reality (VR) in the classroom. Thus, the research objectives are to seek for student design and development of application, convenient, facileness and gratification of VR application in learning process. Using quantitative method, data from questionnaires and evaluations of existing Virtual Reality applications were analyzed in descriptive way to assess the viability of mobile Virtual Reality as a medium for improving learning. The developing process of an VR mobile based application is defined explicitly, and the final graphical student interface of the application is demonstrated to show overall look of the final product that is developed for this project. This includes three types of testing in this project which are performance testing, user acceptance testing and usability testing. Based on the 40 respondents results, it can be concluded that virtual reality application is a good application that can enhance and also engage students learning process in science subject as the mean value for perceived of convenient items was 3.67, followed by 3.66 for perceived of facileness items and finally mean value for perceived of gratification items was 3.61. To conclude, virtual reality application is an effective application for students’ science learning process in school especially in the 21st century teaching and learning. |
format |
Article |
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Megat Zakaria, Megat Aman Zahiri Abuhassna, Hassan Ravindaran, Kavipriya |
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Megat Zakaria, Megat Aman Zahiri Abuhassna, Hassan Ravindaran, Kavipriya |
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Megat Zakaria, Megat Aman Zahiri |
title |
Virtual reality acceptance in classrooms: A case study in teaching science |
title_short |
Virtual reality acceptance in classrooms: A case study in teaching science |
title_full |
Virtual reality acceptance in classrooms: A case study in teaching science |
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Virtual reality acceptance in classrooms: A case study in teaching science |
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Virtual reality acceptance in classrooms: A case study in teaching science |
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virtual reality acceptance in classrooms: a case study in teaching science |
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World Academy of Research in |
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2020 |
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http://eprints.utm.my/id/eprint/90392/1/MegatAmanZahiri2020_VirtualRealityAcceptanceinClassrooms.pdf http://eprints.utm.my/id/eprint/90392/ http://dx.doi.org/10.30534/ijatcse/2020/58922020 |
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