Effectiveness of Using Virtual Reality Media for Students' Knowledge and Practice Skills in Practical Learning

Q3 Decision Sciences
Refdinal Refdinal, Junil Adri, Febri Prasetya, Elfi Tasrif, Muhammad Anwar
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Abstract

Virtual Reality (VR) has become an option to be used as a learning medium in engineering. A study of the effectiveness of VR is needed to determine which fields and types of learning are suitable to employ it. This work aims to reveal the effectiveness of virtual reality media on students' cognitive and practice skills. The role of the media as a tool to make learning more efficient and effective. VR media brings learning in the virtual world that seems to be done in real terms. The research method used was a quasi-experiment with a posttest-only control group design research approach. The research subject consisted of two homogeneous classes. Learning outcomes are evaluated by testing students' cognitive and practice skills. The novelty of this research is the creation of learning media that are identical to the welding process simulator. Visual practice places and equipment in virtual form through VR are made to resemble practice places and equipment used in real situations. This similarity aims to provide concrete information about the welding process. The study revealed that the use of VR media significantly affected their knowledge. However, it did not significantly affect their practice skills. VR has not been able to provide an experience closer to real-life conditions during welding, such as heat, sparks, and sounds that appear when the electrode touches the workpiece. The distance between the electrode and the workpiece significantly affects the welding result in the welding process.
在实践学习中运用虚拟现实媒介培养学生知识和实践技能的有效性
虚拟现实技术(VR)已成为工程领域学习媒介的一种选择。需要对虚拟现实的有效性进行研究,以确定哪些领域和类型的学习适合使用它。本研究旨在揭示虚拟现实媒体对学生认知能力和实践能力的影响。媒体作为提高学习效率和效果的工具的作用。虚拟现实媒体带来了虚拟世界的学习,似乎是在现实中完成的。研究方法采用准实验法,采用纯后测对照组设计研究方法。研究对象由两个同质的班级组成。学习成果是通过测试学生的认知和实践技能来评估的。本研究的新颖之处在于创建了与焊接过程模拟器相同的学习媒体。通过虚拟现实技术,将视觉练习场和设备以虚拟的形式呈现出来,使之与真实场景中的练习场和设备相似。这种相似性旨在提供有关焊接过程的具体信息。研究显示,虚拟现实媒体的使用显著影响了他们的知识。然而,这并没有显著影响他们的练习技能。VR还不能提供更接近真实焊接条件的体验,例如当电极接触工件时出现的热量、火花和声音。在焊接过程中,焊条与工件之间的距离对焊接效果有很大影响。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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来源期刊
JOIV International Journal on Informatics Visualization
JOIV International Journal on Informatics Visualization Decision Sciences-Information Systems and Management
CiteScore
1.40
自引率
0.00%
发文量
100
审稿时长
16 weeks
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