Full-text resources of CEJSH and other databases are now available in the new Library of Science.
Visit https://bibliotekanauki.pl

PL EN


2019 | 9 | 267-275

Article title

MOŻLIWOŚCI ZASTOSOWANIA WIRTUALNEJ RZECZYWISTOSCI W EDUKACJI ORAZ ICH KONSEKWENCJE

Content

Title variants

EN
The possibilites of using virtual reality in education and its consequences

Languages of publication

PL

Abstracts

PL
Teza. Na przestrzeni ostatnich 30 lat w społeczeństwie nastąpił znaczący wzrost adaptacji nowych technologii (Kirkwood i Price, 2013). Istnieje wiele dziedzin, w których znajdują one swoje zastosowanie. Jedną ze szczególnie istotnych – ze względu na wpływ społeczny – jest edukacja. W celu jej rozwoju podejmuje się kroki zmierzające do wprowadzania nowych technologii do programów nauczania. Jedną z takich technologii jest wirtualna rzeczywistość, która jest coraz bardziej popularna i częściej wykorzystywana w wielu obszarach edukacji. W tym artykule, na podstawie przeglądu badań z lat 2017-2018, podjęto próbę wykazania możliwych zastosowań oraz konsekwencji wdrażania wirtualnej rzeczywistości w edukacji. Omówione koncepcje. Głównym tematem niniejszej pracy jest różnorodność zastosowań VR w edukacji oraz związane z tym konsekwencje. Wyniki i wnioski. Postęp i wdrażanie nowych technologii wydają się być nieuniknione, natomiast przedstawione w tej pracy problemy sygnalizują konieczność kontroli nadchodzących zmian. Wydaje się prawdopodobne, że VR stanie się bardziej powszechnym narzędziem edukacyjnym ze względu na duży potencjał motywacyjny i dydaktyczny. Przeprowadzona analiza wykazała, że badaną grupą są najczęściej studenci w dziedzinie nauk społecznych. Warto pamiętać, że wady takie jak duże koszty czy dyskusyjność osiąganych efektów sprawiają, że nie jest to narzędzie idealne. Wnioski z tej pracy warto wykorzystać jako kierunki przyszłych badań. Oryginalność/wartość poznawcza podejścia. Przedstawiony tekst wzbogacony jest o analizę jakościową wybranych artykułów związanych z wykorzystaniem VR w edukacji. Stanowi spojrzenie na ostatnie dokonania w tej dziedzinie, rozważając nie tylko różnorodność zastosowań, ale i wybierane do badań grupy badawcze. Przedstawione rozważania uwzględniają nie tylko często wymieniane korzyści, ale w sposób krytyczny rozpatrują także negatywne aspekty wprowadzanych zmian.
EN
Thesis. Over the past 30 years, there has been a significant increase in the adaptation of new technologies in the society (Kirkwood and Price, 2013). There are many areas where they find their application. One of the most important for the social impact is education. In order to develop the education, there are steps taken to introduce new technologies to current teaching programs. One of such technologies is Virtual Reality (VR), which is becoming more popular and is increasingly used in many fields of education. In this paper, based on the articles from 2017 and 2018, we demonstrate the effects and consequences of using VR in education. Discussed concepts. The main goal of this work is to show variety of VR applications in education and the consequences which it may cause. Results and conclusions. The progress and implementation of new technologies seem to be unavoidable, while the problems presented in this paper show the need to control the upcoming changes. It seems that VR will become a more common educational tool due to its high motivation aspect and didactic potential. The conducted analysis showed that the most frequently considered groups are students in the fields of social sciences. It is worth mentioning that the disadvantages, such as high costs or the questionable effects presents VR as not such a perfect tool. Conclusions from this work should be considered as the new directions of the future research. Cognitive originality/value of the approach. The presented paper is enriched with a qualitative analysis of selected articles related to the use of VR in education. We look at recent achievements in this field considering variety of applications and also the selected research groups. We consider not only the frequently mentioned benefits but also the negative aspects of implemented changes.

Year

Issue

9

Pages

267-275

Physical description

Contributors

  • Wydział Psychologii SWPS Uniwersytetu Humanistycznospołecznego SWPS Uniwersytet Humanistycznospołeczny ul. Chodakowska 19/31, 03-815 Warszawa
  • Wydział Psychologii SWPS Uniwersytetu Humanistycznospołecznego SWPS Uniwersytet Humanistycznospołeczny ul. Chodakowska 19/31, 03-815 Warszawa

References

  • Kirkwood, A., & Price, L. (2013). Missing: Evidence of a scholarly approach to teaching and learning with technology in higher education. Teaching in Higher Education, 18(3), 327-337.
  • Borowiec, M. (2009). Rola edukacji w kształtowaniu społeczeństwa informacyjnego. Przedsiębiorczość-Edukacja, 5, 37-47.
  • Freina, L., & Ott, M. (2015). A Literature Review on Immersive Virtual Reality in Education: State Of The Art and Perspectives. eLearning & Software for Education, (1).
  • Rozporządzenie Ministra Nauki i Szkolnictwa Wyższego z dnia 20 września 2018 r., dziennikustaw.gov.pl [dostęp 2018-12-29] (pol.)
  • Slater, M., & Sanchez-Vives, M. V. (2016). Enhancing our lives with immersive virtual reality. Frontiers in Robotics and AI, 3, 74.
  • Hubbard, R., Sipolins, A., & Zhou, L. (2017, March). Enhancing learning through virtual reality and neurofeedback: A first step. In Proceedings of the Seventh International Learning Analytics & Knowledge Conference (pp. 398-403). ACM.
  • Case, R. (1985). Intellectual development ‘: From birth to adulthood (Developmental Psychology Series). New York: Academic Press.
  • Ortiz, J. S., Sánchez, J. S., Velasco, P. M., Sánchez, C. R., Quevedo, W. X., Zambrano, V. D., ... & Andaluz, V. H. (2017, December). Teaching-Learning Process through VR Applied to Automotive Engineering. In Proceedings of the 2017 9th International Conference on Education Technology and Computers (pp. 36-40). ACM.
  • Parong, J., & Mayer, R. E. (2018). Learning science in immersive virtual reality.
  • Yang, X., Lin, L., Cheng, P. Y., Yang, X., Ren, Y., & Huang, Y. M. (2018). Examining creativity through a virtual reality support system. Educational Technology Research and Development, 66(5), 1231-1254.
  • Velev, D., & Zlateva, P. (2017). Virtual reality challenges in education and training. International Journal of Learning and Teaching, 3(1), 33-37.
  • Sharma, L., Jin, R., Prabhakaran, B., & Gans, M. (2018, April). LearnDNA: an interactive VR application for learning DNA structure. In Proceedings of the 3rd International Workshop on Interactive and Spatial Computing (pp. 80-87). ACM.
  • Górski, F., Buń, P., Wichniarek, R., Zawadzki, P., & Hamrol, A. (2017). Effective Design of Educational Virtual Reality Applications for Medicine using Knowledge-Engineering Techniques. Eurasia Journal of Mathematics, Science & Technology Education, 13(2).
  • Virvou, M. (2018, July). A new era towards more engaging and human-like computer-based learning by combining personalisation and artificial intelligence techniques. In Proceedings of the 23rd Annual ACM Conference on Innovation and Technology in Computer Science Education (pp. 2-3). ACM.
  • Kemeny, A., George, P., Mérienne, F., & Colombet, F. (2017). New vr navigation techniques to reduce cybersickness. Electronic Imaging, 2017(3), 48-53.
  • Whittinghill, D. M., Ziegler, B., Moore, J., & Case, T. (2015). Nasum Virtualis: A Simple Technique for Reducing Simulator Sickness in Head Mounted VR. In Game Developers Conference. San Francisco.
  • Perry, S., Bridges, S. M., Zhu, F., Leung, W. K., Burrow, M. F., Poolton, J., & Masters, R. S. (2017). Getting to the Root of Fine Motor Skill Performance in Dentistry: Brain Activity During Dental Tasks in a Virtual Reality Haptic Simulation. Journal of medical Internet research, 19(12).
  • Seo, J. H., Smith, B. M., Bruner, M., Cook, M., Suh, J., Pine, M., ... & Bai, Z. (2017, November). Anatomy builder VR: comparative anatomy lab promoting spatial visualization through constructionist learning. In SIGGRAPH Asia 2017 VR Showcase(p. 1). ACM.
  • Kneist, W., Huber, T., Paschold, M., & Lang, H. (2016). 3D virtual reality laparoscopic simulation in surgical education-results of a pilot study. Zentralblatt fur Chirurgie, 141(3), 297-301.
  • Liang, H., Liang, F., Wu, F., Wang, C., & Chang, J. (2018, December). Development of a VR prototype for enhancing earthquake evacuee safety. In Proceedings of the 16th ACM SIGGRAPH International Conference on Virtual-Reality Continuum and its Applications in Industry (p. 20). ACM.
  • Dinet, J., & Kitajima, M. (2018, April). Immersive Interfaces for Engagement and Learning: Cognitive Implications. In Proceedings of the Virtual Reality International Conference-Laval Virtual (p. 14). ACM.
  • Griffith, A., Vigne, F., McCormick, J., & Kovach, S. (2018, June). Culture box: education app on the world through history and time. In Proceedings of the 17th ACM Conference on Interaction Design and Children (pp. 757-760). ACM.
  • Papanastasiou, G., Drigas, A., Skianis, C., Lytras, M., & Papanastasiou, E. (2018). Virtual and augmented reality effects on K-12, higher and tertiary education students’ twenty-first century skills. Virtual Reality, 1-12.
  • Formosa, N. J., Morrison, B. W., Hill, G., & Stone, D. (2018). Testing the efficacy of a virtual reality‐based simulation in enhancing users’ knowledge, attitudes, and empathy relating to psychosis. Australian Journal of Psychology, 70(1), 57-65.
  • Ip, H. H., Wong, S. W., Chan, D. F., Byrne, J., Li, C., Yuan, V. S., ... & Wong, J. Y. (2018). Enhance emotional and social adaptation skills for children with autism spectrum disorder: A virtual reality enabled approach. Computers & Education, 117, 1-15.
  • Yang, Y. D., Allen, T., Abdullahi, S. M., Pelphrey, K. A., Volkmar, F. R., & Chapman, S. B. (2017). Brain responses to biological motion predict treatment outcome in young adults with autism receiving virtual reality social cognition training: preliminary findings. Behaviour research and therapy, 93, 55-66.
  • Celikcan, U., Bülbül, A. Ş., Aslan, C., Buyuktuncer, Z., Işgın, K., Ede, G., & Kanbur, N. (2018, October). The Virtual Cafeteria: An Immersive Environment for Interactive Food Portion-Size Education. In Proceedings of the 3rd International Workshop on Multisensory Approaches to Human-Food Interaction (p. 5). ACM.
  • Wang, R., Li, F., Cheng, N., Xiao, B., Wang, J., & Du, C. (2017, May). How does web-based virtual reality affect learning: evidences from a quasi-experiment. In Proceedings of the ACM Turing 50th Celebration Conference-China (p. 9). ACM.
  • Kim, P. W., Shin, Y. S., Ha, B. H., & Anisetti, M. (2017). Effects of avatar character performances in virtual reality dramas used for teachers’ education. Behaviour & Information Technology, 36(7), 699-712.
  • Izard, S. G., & Méndez, J. A. J. (2016, November). Virtual reality medical training system. In Proceedings of the fourth international conference on technological ecosystems for enhancing multiculturality (pp. 479-485). ACM.
  • Chiu, Y. K., Huang, Y. H., & Ouhyoung, M. (2017, July). Cinematography tutorials in virtual reality. In ACM SIGGRAPH 2017 Posters (p. 19). ACM.
  • Pittarello, F. (2017, September). Experimenting with PlayVR, a virtual reality experience for the world of theater. In Proceedings of the 12th Biannual Conference on Italian SIGCHI Chapter (p. 16). ACM.
  • Fonseca, D., Villagrasa, S., Navarro, I., Redondo, E., Valls, F., Llorca, J., ... & Calvo, X. (2017, October). Student motivation assessment using and learning virtual and gamified urban environments. In Proceedings of the 5th International Conference on Technological Ecosystems for Enhancing Multiculturality (p. 72). ACM.
  • Guo, J., Chen, Y., Pei, Q., Ren, H., Huang, N., Tian, H., ... & Zhang, X. (2017, November). SeLL: second language learning paired with VR and AI. In SIGGRAPH Asia 2017 Symposium on Education (p. 7). ACM.
  • Tsai, W. L., Chung, M. F., Pan, T. Y., & Hu, M. C. (2017, October). Train in Virtual Court: Basketball Tactic Training via Virtual Reality. In Proceedings of the 2017 ACM Workshop on Multimedia-based Educational and Knowledge Technologies for Personalized and Social Online Training (pp. 3-10). ACM.
  • Rivas, D., Alvarez, M. V., Guerrero, F., Grijalva, D., Loor, S., Espinoza, J., ... & Huerta, M. (2017, December). Virtual Reality Applied to Physics Teaching. In Proceedings of the 2017 9th International Conference on Education Technology and Computers (pp. 27-30). ACM.
  • Tsou, C. H., Hsu, T. W., Lin, C. H., Tsai, M. H., Hsu, P. H., Lin, I., ... & Chuang, J. H. (2017, November). Immersive VR environment for architectural design education. In SIGGRAPH Asia 2017 Posters (p. 55). ACM.
  • Ables, A. (2017, October). Augmented and Virtual Reality: Discovering Their Uses in Natural Science Classrooms and Beyond. In Proceedings of the 2017 ACM Annual Conference on SIGUCCS (pp. 61-65). ACM.
  • Stavroulia, K. E., Baka, E., Lanitis, A., & Magnenat-Thalmann, N. (2018, June). Designing a virtual environment for teacher training: Enhancing presence and empathy. In Proceedings of Computer Graphics International 2018 (pp. 273-282). ACM.
  • Alves Júnior, F. C., Diniz, M. M., Rodrigues, A., & Monteiro, D. C. (2018, October). Teaching Platonic Polyhedrons through Augmented Reality and Virtual Reality. In Proceedings of the 17th Brazilian Symposium on Human Factors in Computing Systems (p. 51). ACM.
  • Vituccio, R., Cho, J., Tsai, T. Y. J., & Boak, S. (2018, August). Creating compelling virtual reality and interactive content for higher education: a case study with carnegie mellon university. In ACM SIGGRAPH 2018 Educator's Forum (p. 1). ACM.
  • Fukuda, M., Huang, H. H., & Nishida, T. (2018, December). Investigation of Class Atmosphere Cognition in a VR Classroom. In Proceedings of the 6th International Conference on Human-Agent Interaction (pp. 374-376). ACM.
  • Krösl, K., Felnhofer, A., Kafka, J. X., Schuster, L., Rinnerthaler, A., Wimmer, M., & Kothgassner, O. D. (2018, August). The virtual schoolyard: attention training in virtual reality for children with attentional disorders. In ACM SIGGRAPH 2018 Posters (p. 27). ACM.

Document Type

Publication order reference

Identifiers

YADDA identifier

bwmeta1.element.desklight-2e0f03c8-a155-49bc-9279-299d55104b98
JavaScript is turned off in your web browser. Turn it on to take full advantage of this site, then refresh the page.