Empowering Teachers with VR Technology for Immersive Learning Experiences

Background: The study explores insights from participants' discussions on the utilization of Virtual Reality (VR) technology in education and proposes recommendations to improve teacher competence in this domain. Contribution: The aim of this study was to identify training needs and educators' preferences in effectively integrating VR tools into their teaching practices. Method: This method involves collecting statements from participants, including their reflections on the benefits and challenges of using VR in education, as well as their suggestions for improvement. Results: Through thematic analysis, key findings emerged, showing strong interest among participants in utilizing VR to create immersive and engaging learning experiences. However, participants also expressed the need for additional training to address technical challenges, develop pedagogical strategies, and align the use of VR with curriculum requirements. Conclusion: Based on these findings, recommendations for follow-up training programs include providing comprehensive training on VR use, offering hands-on practice sessions, showcasing diverse VR applications, emphasizing strategies to increase student engagement, and building ongoing professional development opportunities. By addressing these recommendations, educators can improve their competence in utilizing VR technology to create a more effective and innovative learning environment.

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Publication Details

Journal
SPEKTA (Jurnal Pengabdian Kepada Masyarakat Teknologi dan Aplikasi)
Published
2024-12-29
DOI
https://doi.org/10.12928/spekta.v5i2.10968
Primary Topic
Educational Games and Gamification
Type
article
Field-Weighted Citation Impact
0.00
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article

Empowering Teachers with VR Technology for Immersive Learning Experiences

Ika Maryani, Dwi Sulisworo, Dian Kusumaningtyas, Nuniek Rahmatika
SPEKTA (Jurnal Pengabdian Kepada Masyarakat Teknologi dan Aplikasi)
Educational Games and Gamification
article

Empowering Teachers with VR Technology for Immersive Learning Experiences

Ika Maryani, Dwi Sulisworo, Dian Kusumaningtyas, Nuniek Rahmatika
article en

Abstract

Background: The study explores insights from participants' discussions on the utilization of Virtual Reality (VR) technology in education and proposes recommendations to improve teacher competence in this domain. Contribution: The aim of this study was to identify training needs and educators' preferences in effectively integrating VR tools into their teaching practices. Method: This method involves collecting statements from participants, including their reflections on the benefits and challenges of using VR in education, as well as their suggestions for improvement. Results: Through thematic analysis, key findings emerged, showing strong interest among participants in utilizing VR to create immersive and engaging learning experiences. However, participants also expressed the need for additional training to address technical challenges, develop pedagogical strategies, and align the use of VR with curriculum requirements. Conclusion: Based on these findings, recommendations for follow-up training programs include providing comprehensive training on VR use, offering hands-on practice sessions, showcasing diverse VR applications, emphasizing strategies to increase student engagement, and building ongoing professional development opportunities. By addressing these recommendations, educators can improve their competence in utilizing VR technology to create a more effective and innovative learning environment.

SPEKTA (Jurnal Pengabdian Kepada Masyarakat Teknologi dan Aplikasi)Vol. 5(2)
Universitas Ahmad Dahlan (ID)
Openalex Percentile: Top 67%
Educational Games and Gamification
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