Students' Experience Using a Web-based Virtual Reality Tool

被引:3
作者
Rocha Estrada, Francisco Javier [1 ]
Ruiz Ramirez, Jessica Alejandra [1 ]
Enrique George-Reyes, Carlos [1 ]
David Glasserman-Morales, Leonardo [2 ]
机构
[1] Tecnol Monterrey, Sch Humanities & Educ, Monterrey, Mexico
[2] Tecnol Monterrey, Inst Future Educ, Sch Humanities & Educ, Monterrey, Mexico
来源
2021 MACHINE LEARNING-DRIVEN DIGITAL TECHNOLOGIES FOR EDUCATIONAL INNOVATION WORKSHOP | 2021年
关键词
User experience; higher education; virtual reality; educational innovation;
D O I
10.1109/IEEECONF53024.2021.9733763
中图分类号
TP18 [人工智能理论];
学科分类号
081104 ; 0812 ; 0835 ; 1405 ;
摘要
The Covid-19 social distancing policies forced educational institutions to make significant changes. Schools had to migrate to a non-face-to-face modality using technological tools. However, using these communication platforms had negative consequences for students, such as concentration difficulties and feelings of isolation and anxiety. One alternative disruptive technology used to reduce these problems is virtual reality. This research aimed to know the users' experience with a Virtual Campus based on WebVR activities at a higher education institution in Mexico. The methodology applied was a qualitative case study. The results indicated satisfactory student experience, engaged participant interaction, dynamic activities, and socialization in an environment similar to face-to-face education. The main difficulties related to specific technical problems using the tool. However, these did not affect the positive assessment of the participants since 92.7% of the respondents would recommend a friend to use it. Future studies should include the teachers' perspective, design strategies that promote activities organized by students, and inclusion of others unrelated to academia.
引用
收藏
页数:5
相关论文
共 22 条
[1]   Nonverbal Overload: A Theoretical Argument for the Causes of Zoom Fatigue [J].
Bailenson, Jeremy N. .
TECHNOLOGY, MIND, AND BEHAVIOR, 2021, 2 (01)
[2]   Transformation or evolution?: Education 4.0, teaching and learning in the digital age [J].
Bonfield, Christopher Alan ;
Salter, Marie ;
Longmuir, Alan ;
Benson, Matthew ;
Adachi, Chie .
HIGHER EDUCATION PEDAGOGIES, 2020, 5 (01) :223-246
[3]  
Brown M., 2020, 2020 EDUCAUSE HORIZO
[4]  
Bryan SJ, 2018, 2018 IEEE GAMES, ENTERTAINMENT, MEDIA CONFERENCE (GEM), P367, DOI 10.1109/GEM.2018.8516456
[5]  
Burov O., 2020, ICT EVOLUTION SINGLE
[6]   Designing Binge-Worthy Courses: Pandemic Pleasures and COVID-19 Consequences [J].
Ebner, Noam ;
Greenberg, Elayne E. .
NEGOTIATION JOURNAL, 2020, 36 (04) :535-560
[7]   Collaborative learning in VR for cross-disciplinary distributed student teams [J].
Forland, Ekaterina Prasolova ;
McCallum, Simon ;
Estrada, Jose Garcia .
2021 IEEE CONFERENCE ON VIRTUAL REALITY AND 3D USER INTERFACES ABSTRACTS AND WORKSHOPS (VRW 2021), 2021, :320-325
[8]  
Gahleitner G., 2021, IDB INTERAKTIVE DECK
[9]   Entrepreneurship and Innovation Events during the COVID-19 Pandemic: The User Preferences of VirBELA Virtual 3D Platform at the SHIFT Event Organized in Finland [J].
Jauhiainen, Jussi S. .
SUSTAINABILITY, 2021, 13 (07)
[10]  
Mora-Beltran C.E., 2020, PROC WORKSHOP 3 INT, V6, P7