Gauging Students’ Feedback on the Use of Virtual Reality in Learning

The main goal of the project was to collect feedback from students when using Virtual Reality (VR) software in learning. A VR application that supports multi-users, interaction, communication, and virtual presentation is built to gauge students’ feedback. The VR application presents a module for ass...

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Bibliographic Details
Published in:Lecture Notes in Educational Technology
Main Author: Arshad N.I.; Mohamed Ariff M.I.; Amiruddin A.A.B.; Sugathan S.K.; Mokhtar N.I.; Mohd Ariffin M.
Format: Book chapter
Language:English
Published: Springer Science and Business Media Deutschland GmbH 2024
Online Access:https://www.scopus.com/inward/record.uri?eid=2-s2.0-85217930415&doi=10.1007%2f978-981-97-4507-4_63&partnerID=40&md5=10977f2d539c86c8127204fd9f5b6d4c
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Summary:The main goal of the project was to collect feedback from students when using Virtual Reality (VR) software in learning. A VR application that supports multi-users, interaction, communication, and virtual presentation is built to gauge students’ feedback. The VR application presents a module for assembling and dissembling computer parts and is created to mimic a real hands-on activity. The aim is to allow immersive experience and heightened sense of realism in students’ learning. The benefits include interactive learning leading to a higher retention rate. © The Author(s), under exclusive license to Springer Nature Singapore Pte Ltd. 2024.
ISSN:21964963
DOI:10.1007/978-981-97-4507-4_63