Enhancing Primary School Teaching through Virtual Reality

Vasileios Drakopoulos (Department of Computer Science and Biomedical Informatics, Faculty of Science, University of Thessaly, Lamia,Greece)
Panagiotis-Vlasios Sioulas (Department of Computer Science and Biomedical Informatics, Faculty of Science, University of Thessaly, Lamia, Greece)

Abstract


In our day and age, the usage of computers as well as the Internet in combination with mobile devices is an integral part of our routine especially for adolescents and younger children. Thus, it puts forward a multitude of challenges and advances for educational institutions. The purpose of this article is to explore the current use of virtual reality in order to support teaching and learning along with presenting a teaching proposal concerning the utilization of CoSpace Edu software on the subject of Religious Affairs.

Keywords


virtual reality, 360o videos, religion, primary school

Full Text:

PDF

References


[1]Andone, D. and M. Frydenberg, Creating virtual reality in a business and technology educational context, in Augmented Reality and Virtual Reality. 2019, Springer. p. 147-159.

[2]Stojšić, I., et al., Possible application of virtual reality in geography teaching. 2016. 1(2): p. 83-96.

[3]Lessick, S. and M. Kraft, Facing reality: the growth of virtual reality and health sciences libraries. Journal of the Medical Library Association: JMLA, 2017. 105(4): p. 407.

[4]Strickland, J., How virtual reality works. HowStuffWorks, 2007.

[5]Smutny, P., M. Babiuch, and P. Foltynek. A Review of the Virtual Reality Applications in Education and Training. in 20th International Carpathian Control Conference (ICCC). 2019. IEEE.

[6]Peña, J.G. and G.P.A.R. Tobias, Space Rift: an oculus rift solar system exploration game. Philippine IT Journal, 2014. 7(1): p. 55-60.

[7]Moro, C., Z. Štromberga, and A.J.A.J.o.E.T. Stirling, Virtualisation devices for student learning: Comparison between desktop-based (Oculus Rift) and mobile-based (Gear VR) virtual reality in medical and health science education. 2017. 33(6).

[8]Fernandez, M., Augmented virtual reality: How to improve education systems. Higher Learning Research Communications, 2017. 7(1): p. 1-15.

[9]Falloon, G., Using avatars and virtual environments in learning: What do they have to offer? British Journal of Educational Technology, 2010. 41(1): p. 108-122.

[10]Curcio, I., A. Dipace, and A. Norlund, Virtual realities and education. Research on Education Media, 2016. 8(2): p. 60-68.

[11]Hoffmann, M., T. Meisen, and S. Jeschke, Shifting virtual reality education to the next level–Experiencing remote laboratories through mixed reality, in Engineering Education 4.0. 2016, Springer. p. 235-249.

[12]Lindgren, R., et al., Enhancing learning and engagement through embodied interaction within a mixed reality simulation. Computers Education, 2016. 95: p. 174-187.

[13]Duncan, I., A. Miller, and S. Jiang, A taxonomy of virtual worlds usage in education. British Journal of Educational Technology, 2012. 43(6): p. 949-964.

[14]Gilbert, J., Models and modelling: Routes to more authentic science education. 2004. 2(2): p. 115-130.

[15]Martín-Gutiérrez, J., et al., Virtual technologies trends in education. Journal of Mathematics 2017. 13(2): p. 469-486.

[16]Frost, M., et al., Virtual Reality. Information Technology, 2020. 39(1).

[17]Siegle, D., Seeing Is Believing: Using Virtual and Augmented Reality to Enhance Student Learning. Gifted Child Today, 2019. 42(1): p. 46-52.

[18]Mikropoulos, T., et al., Students' Attitudes Towards Educational Virtual Environments. Education and Information Technologies, 1998. 3: p. 137-148.

[19]Martín-Gutiérrez, J., et al., Virtual technologies trends in education. Journal of Mathematics 2017. 13(2): p. 469-486.

[20]Moro, C., Z. Štromberga, and A. Stirling, Virtualisation devices for student learning: Comparison between desktop-based (Oculus Rift) and mobile-based (Gear VR) virtual reality in medical and health science education. Australasian Journal of Educational Technology, 2017. 33(6).

[21]Sin, L.H. Enhancing learning environment using augmented reality technology. in Ice 2019 Conference Proceedings. 2019.

[22]Trelease, R., From chalkboard, slides, and paper to e‐learning: How computing technologies have transformed anatomical sciences education. Anatomical sciences education, 2016. 9(6): p. 583-602.

[23]Babich, N., How virtual reality will change how we learn and how we teach, N. Babich, Editor. 2018.

[24]Sligte, H. Best of The Netherlands: International Computer Supported Collaborative Learning-projects in education. Old dreams and current realities. in EdMedia + Innovate Learning. 2019. Association for the Advancement of Computing in Education (AACE).

[25]Zhang, B., et al., Virtual worlds and gamification to increase integration of international students in higher education: An inclusive design approach. International Journal of E-Learning, 2017. 32(2).

[26]Griffiths, M., The educational benefits of videogames. Education Health, 2002. 20(3): p. 47-51.

[27]Youngblut, C. Educational uses of virtual reality technology. 1998.

[28]Inoue, S., Y. Makino, and H. Shinoda. Active touch perception produced by airborne ultrasonic haptic hologram. in 2015 IEEE World Haptics Conference (WHC). 2015. IEEE.

[29]Fernandez, M.J.H.L.R.C., Augmented virtual reality: How to improve education systems. 2017. 7(1): p. 1-15.

[30]Won, M., et al., Interactive Immersive Virtual Reality to Enhance Students’ Visualisation of Complex Molecules, in Research and Practice in Chemistry Education. 2019, Springer. p. 51-64.

[31]Blanco, P., et al., Lessons Learned from Teaching Astronomy with Virtual Reality. 2019.

[32]Duanmu, F., et al. A subjective study of viewer navigation behaviors when watching 360-degree videos on computers. in 2018 IEEE International Conference on Multimedia and Expo (ICME). 2018. IEEE.

[33]Calvert, J., R. Abadla, and S.M. Tauseef. Design and Testing of a Virtual Reality Enabled Experience that Enhances Engagement and Simulates Empathy for Historical Events and Characters. in 2019 IEEE Conference on Virtual Reality and 3D User Interfaces (VR). 2019. IEEE.

[34]Lau, K. and P. Lee, Exploring the Use of a Stereoscopic 360 Degree Learning Environment for Business Education. International Journal of Information Education Technology, 2019. 9(2).

[35]Gödde, M., et al. Cinematic narration in VR–Rethinking Film conventions for 360 degrees. in International Conference on Virtual, Augmented and Mixed Reality. 2018. Springer.

[36]Bessa, M., et al. Does 3D 360 video enhance user's VR experience? An Evaluation Study. in Proceedings of the XVII International Conference on Human Computer Interaction. 2016.

[37]Sun, F.-R., et al., Detecting the effect of student engagement in an SVVR school-based course on higher level competence development in elementary schools by SEM. Interactive Learning Environments, 2018: p. 1-14.

[38]Wu, J., et al., Integrating spherical video-based virtual reality into elementary school students’ scientific inquiry instruction: effects on their problem-solving performance. 2019: p. 1-14.

[39]Walshe, N. and P. Driver, Developing reflective trainee teacher practice with 360-degree video. Teaching Teacher Education, 2019. 78: p. 97-105.

[40]Siegle, D.J.G.C.T., Seeing Is Believing: Using Virtual and Augmented Reality to Enhance Student Learning. 2019. 42(1): p. 46-52.

[41]Greenwald, S., et al., Technology and applications for collaborative learning in virtual reality. 2017.

[42]Bertolini, M., et al., Virtual Portable Art: un percorso virtuale per le pietre incise di Riparo Tagliente. Sezione di Museologia Scientifica e Naturalistica, 2018. 13: p. 120-122.

[43]Naya, P.B. and C.P. Dos Brozos. Construyendo El Mundo, Recreando La Historia. Una Experiencia Virtual En El Aula. in Innovación docente y uso de las TIC en eduación: CD-ROM. 2017. Universidad de Málaga (UMA).

[44]Cospaces. 2020 [cited 2020 20 April]; Available from: https://cospaces.io/edu/.

[45]Yamada-Rice, D., et al., Children and virtual reality: Emerging possibilities and challenges. 2017.

[46]Ayva, O., Developing students’ ability to read, understand and analyze scientific data through the use of worksheets that focus on studying historical documents. Procedia-Social Behavioral Sciences, 2012. 46: p. 5128-5132.

[47]Huang, H.L., G.J. Hwang, and C.Y. Chang, Learning to be a writer: A spherical video‐based virtual reality approach to supporting descriptive article writing in high school Chinese courses. British Journal of Educational Technology, 2019.

[48]Walshe, N., P.J.T. Driver, and T. Education, Developing reflective trainee teacher practice with 360-degree video. 2019. 78: p. 97-105.

[49]Roche, L. and N. Gal-Petitfaux. Using 360 video in physical education teacher education. in Society for Information Technology & Teacher Education International Conference. 2017. Association for the Advancement of Computing in Education (AACE).



DOI: https://doi.org/10.30564/jcsr.v3i2.2777

Refbacks

  • There are currently no refbacks.
Copyright © 2021 Drakopoulos Vasileios Creative Commons License
This work is licensed under a Creative Commons Attribution-NonCommercial 4.0 International License.