D. Sulisworo, V. Erviana, Bambang Robiin, Yovi Sepriansyah, A. Soleh
{"title":"The Feasibility of Enhancing Environmental Awareness using Virtual Reality 3D in the Primary Education","authors":"D. Sulisworo, V. Erviana, Bambang Robiin, Yovi Sepriansyah, A. Soleh","doi":"10.1155/2022/4811544","DOIUrl":null,"url":null,"abstract":"Technology development promotes different learning strategies for varying levels of education. This technology provides opportunities for more engaging learning and encourages motivation to understand concepts and values. This research focuses on the development of 3D virtual reality (VR), which explains the living environment, especially animals, in the original habitat in the context of elementary school learning. This VR application is called Zoo-VR, which can be used in various learning models to achieve learning competencies. Zoo-VR includes 30 types of animals with their original sounds and explanations in audio and text form. The animals move freely in their habitat according to natural conditions. Users can move from one place to another, approach particular objects, and run virtual menus using programs installed on Oculus. The feasibility of Zoo-VR is reviewed from the perception of teachers and students after using it. The snowball effect interview model measured the perceptions of teachers and students. The teacher’s experience is observed in four aspects of the experience: conformity with the subject matter, feasible learning models, competencies, and the adequacy of menus in the application. The student experience is observed in five aspects: immersion, interest, the comfort of the tool, intention to share, and practicality of existing features. This experience gives the basis for a broader analyzing the use of Zoo-VR both in and outside the classroom. The results of the review and observation explain that Zoo-VR is feasible to apply to real learning situations. The challenge of Zoo-VR is integrating this application with learning objectives on various subjects. However, the result from the limited number of participants cannot be applied to generalize comprehensively. Studies on the application of Zoo-VR to actual learning conditions need to be carried out to reveal the real potential of VR.","PeriodicalId":45901,"journal":{"name":"Education Research International","volume":null,"pages":null},"PeriodicalIF":0.0000,"publicationDate":"2022-12-29","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"1","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Education Research International","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1155/2022/4811544","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q3","JCRName":"Social Sciences","Score":null,"Total":0}
引用次数: 1
Abstract
Technology development promotes different learning strategies for varying levels of education. This technology provides opportunities for more engaging learning and encourages motivation to understand concepts and values. This research focuses on the development of 3D virtual reality (VR), which explains the living environment, especially animals, in the original habitat in the context of elementary school learning. This VR application is called Zoo-VR, which can be used in various learning models to achieve learning competencies. Zoo-VR includes 30 types of animals with their original sounds and explanations in audio and text form. The animals move freely in their habitat according to natural conditions. Users can move from one place to another, approach particular objects, and run virtual menus using programs installed on Oculus. The feasibility of Zoo-VR is reviewed from the perception of teachers and students after using it. The snowball effect interview model measured the perceptions of teachers and students. The teacher’s experience is observed in four aspects of the experience: conformity with the subject matter, feasible learning models, competencies, and the adequacy of menus in the application. The student experience is observed in five aspects: immersion, interest, the comfort of the tool, intention to share, and practicality of existing features. This experience gives the basis for a broader analyzing the use of Zoo-VR both in and outside the classroom. The results of the review and observation explain that Zoo-VR is feasible to apply to real learning situations. The challenge of Zoo-VR is integrating this application with learning objectives on various subjects. However, the result from the limited number of participants cannot be applied to generalize comprehensively. Studies on the application of Zoo-VR to actual learning conditions need to be carried out to reveal the real potential of VR.