Development Virtual Reality IPA (VR-IPA) learning media for science learning
Abstrak
The science laboratory facilities in schools are inadequate. Therefore, the researcher developed a science learning media by utilizing virtual reality technology in the form of application that runs on smartphone. The objectives of this study are: (1) to determine the validity of VR-IPA media; (2) to determine the practicality of VR-IPA media from the science teachers; and (3) to determine students’ responses to VR-IPA media. This media development used the ADDIE development model. The instruments used were media validation sheets, science teachers’ assessment sheets, and student response sheets. The result shows that: (1) the validity of VR-IPA media is in very good category; (2) the practicality of VR-IPA media is in very good category; and (3) the students’ responses to VR-IPA media are very good. In brief, it can be concluded that VR-IPA media is suitable for use in science learning.
Artikel Ilmiah Terkait
N. I. Enzai M. A. H. A. Ghani Syazilawati Mohamed + 2 lainnya
24 Januari 2021
Engineering education in particular involves laboratory equipment and apparatus which requires safety procedures and substantial financial cost. Recent pandemic has also affected engineering education teaching and learning processes as all the classes and laboratory sessions need to be conducted via online distance learning (ODL) method. Therefore, this research selects Augmented Reality (AR) Method for innovative teaching and learning process. AR is known for its ability to overlay rich media into the real world by viewing through web-enabled devices such as phones and tablets, making it accessible anywhere anytime. In addition to improving interest and motivation of students during the learning process, AR could also address the financial and space constraints pertaining to science and technology laboratory equipment and apparatus. In this research, an AR has been developed according to system development method by using Assemblr application. The developed AR system is then given to selected educators to be evaluated in terms of their awareness and the system’s usability. The educators’ responses are obtained through a questionnaire survey and the findings are then analysed and presented in this paper. The responses are taken into account for improving the AR system and the development process will be continued in parallel with more testing. The final prototype will then be implemented in real classes in the future. Keywords: Augmented Reality, Education, Engineering
Y. Koumpouros
9 Januari 2024
Augmented Reality (AR) technology is one of the latest developments and is receiving ever-increasing attention. Many researches are conducted on an international scale in order to study the effectiveness of its use in education. The purpose of this work was to record the characteristics of AR applications, in order to determine the extent to which they can be used effectively for educational purposes and reveal valuable insights. A Systematic Bibliographic Review was carried out on 73 articles. The structure of the paper followed the PRISMA review protocol. Eight questions were formulated and examined in order to gather information about the characteristics of the applications. From 2016 to 2020 the publications studying AR applications were doubled. The majority of them targeted university students, while a very limited number included special education. Physics class and foreign language learning were the ones most often chosen as the field to develop an app. Most of the applications (68.49%) were designed using marker detection technology for the Android operating system (45.21%) and were created with Unity (47.95%) and Vuforia (42.47%) tools. The majority of researches evaluated the effectiveness of the application in a subjective way, using custom-made not valid and reliable tools making the results not comparable. The limited number of participants and the short duration of pilot testing inhibit the generalization of their results. Technical problems and limitations of the equipment used are mentioned as the most frequent obstacles. Not all key-actors were involved in the design and development process of the applications. This suggests that further research is needed to fully understand the potential of AR applications in education and to develop effective evaluation methods. Key aspects for future research studies are proposed.
A. Voznyak V. Sharavara Serhiy Ya. Kharchenko + 3 lainnya
6 Juli 2021
The article substantiates the feature of using augmented reality (AR) in university training of future IT specialists in the learning process and in the research work of students. The survey of university teachers analyzed the most popular AR applications for training future IT specialists (AR Ruler, AR Physics, Nicola Tesla, Arloon Geometry, AR Geometry, GeoGebra 3D Graphing Calculator, etc.), disclose the main advantages of the applications. The methodological basis for the implementation of future IT specialists research activities towards the development and use of AR applications is substantiated. The content of the activities of the student’s scientific club “Informatics studios” of Borys Grinchenko Kyiv University is developed. Students as part of the scientific club activity updated the mobile application, and the model bank corresponding to the topics: “Polyhedrons” for 11th grade, as well as “Functions, their properties and graphs” for 10th grade. The expediency of using software tools to develop a mobile application (Android Studio, SDK, NDK, QR Generator, FTDS Dev, Google Sceneform, Poly) is substantiated. The content of the stages of development of a mobile application is presented. As a result of a survey of students and pupils the positive impact of AR on the learning process is established.
V. Leithardt Thauany C. Martins L. Silva + 3 lainnya
4 Agustus 2023
In recent years, the utilization of augmented reality (AR) and virtual reality (VR) has emerged as a transformative approach in education, revolutionizing traditional teaching methods. This study seeks to explore the efficacy of AR and VR as pedagogical resources for enhancing the teaching of the solar system. The research process involved the development of an application comprising two modules, AR and VR, which were evaluated to assess their impact on the teaching process. Furthermore, a comparative study was conducted to evaluate the immersiveness, interactivity, and ease of use offered by these technologies. The findings demonstrate that both AR and VR demonstrate promise in supporting the teaching process, with the VR module garnering particularly positive evaluations. However, it is crucial to acknowledge existing barriers in underprivileged communities, where public schools face limited investments in technology infrastructure. These limitations hinder the widespread implementation of such immersive experiences and their potential to foster new knowledge acquisition.
Sijia Du
2021
The rapid growing of Internet promotes the emergence and application of teaching methods and new teaching media. When multimedia is widely used in teaching, teaching technology is updated very quickly, and virtual reality technology, a new teaching media, has emerged. Traditional environmental art design creation and expression methods cannot fully satisfy the development requirements of the digital period, and new technical forces are needed to enrich and expand the content and tension of art design, the art design industry also needs VR technology, which should have more new vitality. This article will study virtual reality technology from the perspective of educational technology, as a new educational technology, and on this basis, put forward a new research field related to educational technology-virtual reality VR technology teaching. After studying the types of VR technology characteristics and actual teaching cases, the concept of desktop VR technology intervening in experimental model making courses is proposed, a virtual learning environment is constructed, and the objective reality generated by the use of knowledge is reproduced, thereby imparting knowledge points It is provided to students and guides them to use their own senses such as vision and hearing to receive information in the virtual environment, which enhances students’ interest in learning and their own sense of innovation, enhances students’ ability to actively exert their own imagination, and greatly reduces The hardware cost improves the learning effect of users.
Daftar Referensi
0 referensiTidak ada referensi ditemukan.