Immersive virtual reality learning environments for higher education: A student acceptance study

Stefan Aufenanger , Jasmin Bastian , Glória Bastos , Maria Castelhano , Célia Dias-Ferreira , Emmanuel Fokides , Damianos Gavalas , Vlasios Kasapakis , Androniki Agelada , Apostolos Kostas , George Koutromanos , Gregory Makrides , Leonel Morgado , Daniela Pedrosa , Tomasz Szemberg , Alivizos Sofos , Justyna Szpond
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Abstract

The study investigates the integration of Virtual Reality Learning Environments (VRLEs) in academic teaching through the EU-funded "REVEALING" project. Researchers from Cyprus, Germany, Greece, Poland, and Portugal developed and evaluated five different immersive VRLEs, each focusing on diverse educational topics, including ancient Greek technology, sea urchin measurements, linear algebra, and historical expeditions. The study aims to determine effective instructional design principles for VRLEs and assess students' acceptance and learning outcomes.
The VRLEs were designed based on literature-derived principles that emphasise ease of tool usage, authentic experiences, and continuous feedback. Students from the participating universities explored these VR environments, providing feedback through a standardized questionnaire on aspects like immersion, ease of use, motivation, and emotions.
Results show that most participants positively engaged with the VRLEs, reporting high motivation and positive emotional responses, particularly for experiences involving interactivity. However, challenges like motion sickness and technical issues were noted, especially at one institution. The findings suggest that immersive VR experiences can significantly enhance motivation and engagement, but their effectiveness depends on careful alignment with pedagogical goals, design quality, and user experience considerations.
高等教育沉浸式虚拟现实学习环境:学生接受度研究
该研究通过欧盟资助的“reveal”项目调查了虚拟现实学习环境(VRLEs)在学术教学中的整合。来自塞浦路斯、德国、希腊、波兰和葡萄牙的研究人员开发并评估了五种不同的沉浸式VRLEs,每个VRLEs都侧重于不同的教育主题,包括古希腊技术、海胆测量、线性代数和历史探险。本研究旨在确定有效的教学设计原则,并评估学生的接受度和学习成果。vrle的设计基于文献推导的原则,强调工具使用的便利性、真实的体验和持续的反馈。来自参与大学的学生探索了这些虚拟现实环境,并通过标准化问卷就沉浸感、易用性、动机和情绪等方面提供反馈。结果表明,大多数参与者积极参与vrle,报告高动机和积极的情绪反应,特别是涉及互动的体验。然而,人们注意到了晕动病和技术问题等挑战,尤其是在一家机构。研究结果表明,沉浸式VR体验可以显著提高积极性和参与度,但其有效性取决于与教学目标、设计质量和用户体验考虑的谨慎一致。
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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