Title Edukacinių priemonių adaptavimo virtualiajai realybei tyrimas /
Translation of Title Research on the adaptation of educational tools to virtual reality.
Authors Jaruševičius, Pranas
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Pages 101
Keywords [eng] virtual reality ; distance learning ; kinesthetic learning ; gamification
Abstract [eng] Each person has a preferred way of thinking, processing, and understanding information, which they use to absorb knowledge most effectively. However, the most widely used methods of presenting learning materials are visual and auditory forms of information, particularly in distance learning. Therefore, remote learning can be challenging for individuals who find the kinesthetic learning style most suitable. Virtual reality (VR) technologies are a rapidly developing field, significantly transforming the educational landscape. VR is particularly useful for conveying learning materials, explaining complex concepts, developing spatial thinking, and engaging students. This work aims to take advantage of the opportunities provided by these technologies in the educational field and facilitate educators' work with VR technologies by creating an interactive program suitable for kinesthetic learning. A study was conducted with the goal of supplementing educational resources by creating an interactive program suitable for kinesthetic learning with potential integration into learning management systems. The need for virtual reality tools in education was assessed, and a prototype VR application was developed for integration into the virtual learning environment and use in education. This program – a virtual reality game on human anatomy – was tested using WBLT, IPQ, and SUS scales, and user feedback was analyzed to determine the application's advantages, disadvantages, suitability, and opportunities for improvement in the educational field. The developed product, according to the WBLT evaluation scale, scored higher than the standard analogical topic learning tool approved by the ŠMSM in all examined areas – learning (0.867 vs 0.703), design (0.871 vs 0.778), and engagement (0.925 vs 0.709). Based on the IPQ questionnaire results, the developed product's scores were higher than those of other products evaluated using the IPQ scale (spatial presence – 4.29 vs 3.06 and 3.99, involvement – 3.81 vs 2.40 and 3.26, realism – 3.17 vs 1.91 and 2.34, general evaluation – 4.95 vs 3.00 and 3.93). After conducting a system usability study using the SUS methodology, a score of 79.15 was obtained. This is a relatively high score, indicating that the developed product in this area is superior to approximately 85% of evaluated tools. Articles prepared and published on this topic include "Educators' Views on the Application of Virtual Reality Technologies in the Learning Process" in the international conference publication "SMILES 2021: Social, Humanitarian Sciences, and Arts in Contemporary Society" and "Learning by Doing: A Skeleton Case" in the international conference publication "ALTA'21: Advance Learning Technologies and Applications: From Distance to Hybrid Learning." Additionally, the project was presented at the "Technorama 2022: Code: Innovation" event.
Dissertation Institution Kauno technologijos universitetas.
Type Master thesis
Language Lithuanian
Publication date 2023