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Autor/inn/enÇoban, Murat; Göksu, Idris
TitelUsing Virtual Reality Learning Environments to Motivate and Socialize Undergraduates in Distance Learning
QuelleIn: Participatory Educational Research, 9 (2022) 2, S.199-218 (20 Seiten)
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ZusatzinformationORCID (Çoban, Murat)
ORCID (Göksu, Idris)
Spracheenglisch
Dokumenttypgedruckt; online; Zeitschriftenaufsatz
ISSN2148-6123
SchlagwörterComputer Simulation; Undergraduate Students; Preservice Teachers; Young Adults; Socialization; Computer Mediated Communication; Online Courses; Web Based Instruction; Distance Education; Synchronous Communication; Handheld Devices; Gender Differences; Learning Motivation; Foreign Countries; Turkey
AbstractInterest in virtual reality technologies has increased significantly in recent years, and an effort is being made to integrate it into educational environments. This study aims to investigate the impact of synchronous distance courses in the Virtual Reality (VR) learning environment (via vAcademia) and Web-based (via Adobe Connect) learning environment on undergraduate students' learning motivation and levels of perceived sociability. The sample of the study was conducted with experimental (VR) and control group (Web-based) quasi-experimental design consists of 41 undergraduate students (experimental: 21, control: 20). As a result of the t-test and two-way ANOVA analysis, there was a significant difference between the groups in favor of the VR group regarding motivation and perceived sociability. The motivation and perceived sociability in the 3D VR environment of the students in distance learning were significantly higher than in the web-based environment. It was also found out that students' motivation and perceived sociability levels did not vary depending on gender or on the technological device (smartphone or computer) that students use when connecting to online classes. The research results indicated that the VR learning environment effectively ensured students' motivation and sociability in the distance learning process. In this context, institutions should be aware of the importance of VR technologies and plan to teach accordingly which may make the process more efficient. (As Provided).
AnmerkungenParticipatory Education Research. Amasya University, Technology Faculty, Yagmurkoy Orad, Amasya 05100, Turkey. Web site: https://www.perjournal.com/
Erfasst vonERIC (Education Resources Information Center), Washington, DC
Update2024/1/01
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