Immersive Presentation with Personalization and Customization in Virtual Reality Environment (VRE) to Enhance Classroom Pedagogy
Virtual reality technology lets people step into a digital world by wearing special headsets or glasses, making the experience feel real and interactive. The primary goals of virtual and augmented reality displays are to provide realistic and detailed images that closely mimic real-life, enabling the simulation, integration, or reconstruction of the user's environment, while reducing any discomfort that the user may encounter. Research has revealed that the contemporary student, commonly referred to as Generation Z, has distinct characteristics compared to other generations. Therefore, educators must employ modern instructional approaches in order to adequately address the requirements of this specific cohort of students. The aim of this study is to provide an immersive educational experience by employing Virtual Reality (VR) technology in a tailored setting. The participants for this study were selected from the pool of first-year undergraduate students at Taylor's University. The data were collected by the administration of questionnaires to students. This study encompasses both a preliminary survey and a post-survey. This study also use the VADER approach to perform a straightforward sentiment analysis. The aim is to gain insight into users' emotions both before and after using VR technology as a learning partner. The study's findings indicate that a majority of participants concur that the utilization of VR technology, such as FrameVR, has the potential to provide advantages in terms of establishing an engaging learning environment, hence augmenting classroom pedagogy.
Authors
- Wei Wei Goh (ORCID: https://orcid.org/0000-0002-8577-8481)
- Ferdian Aditya Pratama
- Charles Sharma Naidu
- Sumaiya Rahman Oishee
Institutions
- University of Bunda Mulia (ID)
- Taylor's University (MY)
Publication Details
- Published
- 2024-11-20
- DOI
- https://doi.org/10.1109/icetas62372.2024.11120118
- Primary Topic
- Virtual Reality Applications and Impacts
- Type
- article
- Field-Weighted Citation Impact
- 0.00