VR as a Tool in the Educational Process: Requirements and Implementation Process

Virtual reality (VR) solutions have reached a high level of maturity across various sectors; however, their application in education remains limited. This paper aims to outline the requirements and process for designing and implementing VR as a tool in the educational process. As a part of the design process, we have conducted a pre-study with 20 professionals who have basic knowledge of VR technology and less than three months of practical experience. The pre-study involved a one-day workshop following Frederic Vester's 6-step approach of Interconnected Thinking: identifying and defining the target, defining relevant impact factors, exploring interactions between these factors, evaluating the impact of each factor, developing possible solutions, and planning activities for implementation. The results indicate that individual introductory activities are the main influencing factor, while advanced didactical methods that employ team-based learning support successful introduction. Conversely, motivation is not crucial for successful implementation but has the role of the success measurement, although VR sickness could negatively impact the willingness to use VR in education. The paper also discusses limitations, provides recommendations, and suggests directions for future research, offering additional insights and completing the study.

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Publication Details

Published
2024-11-26
DOI
https://doi.org/10.1109/imeta62882.2024.10808100
Citations
1
Primary Topic
Innovative Educational Technologies
Type
article
Field-Weighted Citation Impact
0.78
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VR as a Tool in the Educational Process: Requirements and Implementation Process

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VR as a Tool in the Educational Process: Requirements and Implementation Process

Ulrich Norbisrath, Harald Kitzmann, Alessia Kaivo, Marko Sandre, Pille Toomsalu
article en
1 citations

Abstract

Virtual reality (VR) solutions have reached a high level of maturity across various sectors; however, their application in education remains limited. This paper aims to outline the requirements and process for designing and implementing VR as a tool in the educational process. As a part of the design process, we have conducted a pre-study with 20 professionals who have basic knowledge of VR technology and less than three months of practical experience. The pre-study involved a one-day workshop following Frederic Vester's 6-step approach of Interconnected Thinking: identifying and defining the target, defining relevant impact factors, exploring interactions between these factors, evaluating the impact of each factor, developing possible solutions, and planning activities for implementation. The results indicate that individual introductory activities are the main influencing factor, while advanced didactical methods that employ team-based learning support successful introduction. Conversely, motivation is not crucial for successful implementation but has the role of the success measurement, although VR sickness could negatively impact the willingness to use VR in education. The paper also discusses limitations, provides recommendations, and suggests directions for future research, offering additional insights and completing the study.

Tallinn University (EE), University of Tartu (EE)
Openalex Percentile: Top 18%
Innovative Educational Technologies
0.78
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