Gauging Students’ Feedback on the Use of Virtual Reality in Learning
The main goal of the project was to collect feedback from students when using Virtual Reality (VR) software in learning. A VR application that supports multi-users, interaction, communication, and virtual presentation is built to gauge students’ feedback. The VR application presents a module for ass...
发表在: | Lecture Notes in Educational Technology |
---|---|
主要作者: | |
格式: | Book chapter |
语言: | English |
出版: |
Springer Science and Business Media Deutschland GmbH
2024
|
在线阅读: | https://www.scopus.com/inward/record.uri?eid=2-s2.0-85217930415&doi=10.1007%2f978-981-97-4507-4_63&partnerID=40&md5=10977f2d539c86c8127204fd9f5b6d4c |
id |
Arshad N.I.; Mohamed Ariff M.I.; Amiruddin A.A.B.; Sugathan S.K.; Mokhtar N.I.; Mohd Ariffin M. |
---|---|
spelling |
Arshad N.I.; Mohamed Ariff M.I.; Amiruddin A.A.B.; Sugathan S.K.; Mokhtar N.I.; Mohd Ariffin M. 2-s2.0-85217930415 Gauging Students’ Feedback on the Use of Virtual Reality in Learning 2024 Lecture Notes in Educational Technology 2024 10.1007/978-981-97-4507-4_63 https://www.scopus.com/inward/record.uri?eid=2-s2.0-85217930415&doi=10.1007%2f978-981-97-4507-4_63&partnerID=40&md5=10977f2d539c86c8127204fd9f5b6d4c The main goal of the project was to collect feedback from students when using Virtual Reality (VR) software in learning. A VR application that supports multi-users, interaction, communication, and virtual presentation is built to gauge students’ feedback. The VR application presents a module for assembling and dissembling computer parts and is created to mimic a real hands-on activity. The aim is to allow immersive experience and heightened sense of realism in students’ learning. The benefits include interactive learning leading to a higher retention rate. © The Author(s), under exclusive license to Springer Nature Singapore Pte Ltd. 2024. Springer Science and Business Media Deutschland GmbH 21964963 English Book chapter |
author |
2-s2.0-85217930415 |
spellingShingle |
2-s2.0-85217930415 Gauging Students’ Feedback on the Use of Virtual Reality in Learning |
author_facet |
2-s2.0-85217930415 |
author_sort |
2-s2.0-85217930415 |
title |
Gauging Students’ Feedback on the Use of Virtual Reality in Learning |
title_short |
Gauging Students’ Feedback on the Use of Virtual Reality in Learning |
title_full |
Gauging Students’ Feedback on the Use of Virtual Reality in Learning |
title_fullStr |
Gauging Students’ Feedback on the Use of Virtual Reality in Learning |
title_full_unstemmed |
Gauging Students’ Feedback on the Use of Virtual Reality in Learning |
title_sort |
Gauging Students’ Feedback on the Use of Virtual Reality in Learning |
publishDate |
2024 |
container_title |
Lecture Notes in Educational Technology |
container_volume |
2024 |
container_issue |
|
doi_str_mv |
10.1007/978-981-97-4507-4_63 |
url |
https://www.scopus.com/inward/record.uri?eid=2-s2.0-85217930415&doi=10.1007%2f978-981-97-4507-4_63&partnerID=40&md5=10977f2d539c86c8127204fd9f5b6d4c |
description |
The main goal of the project was to collect feedback from students when using Virtual Reality (VR) software in learning. A VR application that supports multi-users, interaction, communication, and virtual presentation is built to gauge students’ feedback. The VR application presents a module for assembling and dissembling computer parts and is created to mimic a real hands-on activity. The aim is to allow immersive experience and heightened sense of realism in students’ learning. The benefits include interactive learning leading to a higher retention rate. © The Author(s), under exclusive license to Springer Nature Singapore Pte Ltd. 2024. |
publisher |
Springer Science and Business Media Deutschland GmbH |
issn |
21964963 |
language |
English |
format |
Book chapter |
accesstype |
|
record_format |
scopus |
collection |
Scopus |
_version_ |
1828987861656928256 |