Instructional design model for virtuality reality: testing and participant experience evaluation
Main Author: | |
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Publication Date: | 2023 |
Other Authors: | , , |
Language: | eng |
Source: | Repositórios Científicos de Acesso Aberto de Portugal (RCAAP) |
Download full: | http://hdl.handle.net/10400.2/16473 |
Summary: | This study aimed to test an Instructional Design model prototype for Virtual Reality (VR) in Higher Education. A qualitative research methodology was used, employing questionnaires and observations for data collection. The research had three main objectives: (1) to identify the applicability and effectiveness of the VR Instructional Design model, (2) to evaluate participants’ experience with immersion, interactivity, and usability of the VR environment, and (3) to obtain feedback from participants about their VR experience. The study involved two sessions. In the first session, participants were introduced to the VR environment, and their initial adaptation difficulties were observed. Informal interviews and a questionnaire collected feedback on immersion, interactivity, interest, and educational potential of VR. The second session indicated the need for revisions in applicability and ease of use. Based on student feedback, session planning should consider initial adaptation, teacher training, equipment availability, interaction elements, resources, realism, immersion, safety, comfort, session duration, communication, collaboration, and clear content delivery. Providing alternative plans for technical failures is essential. Despite these challenges, participants expressed interest in participating in VR sessions and activities. |
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Instructional design model for virtuality reality: testing and participant experience evaluationVirtual realityImmersive learningInstructional designHigher educationThis study aimed to test an Instructional Design model prototype for Virtual Reality (VR) in Higher Education. A qualitative research methodology was used, employing questionnaires and observations for data collection. The research had three main objectives: (1) to identify the applicability and effectiveness of the VR Instructional Design model, (2) to evaluate participants’ experience with immersion, interactivity, and usability of the VR environment, and (3) to obtain feedback from participants about their VR experience. The study involved two sessions. In the first session, participants were introduced to the VR environment, and their initial adaptation difficulties were observed. Informal interviews and a questionnaire collected feedback on immersion, interactivity, interest, and educational potential of VR. The second session indicated the need for revisions in applicability and ease of use. Based on student feedback, session planning should consider initial adaptation, teacher training, equipment availability, interaction elements, resources, realism, immersion, safety, comfort, session duration, communication, collaboration, and clear content delivery. Providing alternative plans for technical failures is essential. Despite these challenges, participants expressed interest in participating in VR sessions and activities.Springer NatureRepositório AbertoCastelhano, MariaAlmeida, DianaMorgado, LeonelPedrosa, Daniela2024-08-13T07:56:32Z2023-112024-08-12T17:46:54Z2023-11-01T00:00:00Zconference objectinfo:eu-repo/semantics/publishedVersionapplication/pdfhttp://hdl.handle.net/10400.2/16473eng978-3-031-67306-1978-3-031-67307-81867-82111867-822X10.1007/978-3-031-67307-8_6info:eu-repo/semantics/openAccessreponame:Repositórios Científicos de Acesso Aberto de Portugal (RCAAP)instname:FCCN, serviços digitais da FCT – Fundação para a Ciência e a Tecnologiainstacron:RCAAP2025-02-26T09:38:37Zoai:repositorioaberto.uab.pt:10400.2/16473Portal AgregadorONGhttps://www.rcaap.pt/oai/openaireinfo@rcaap.ptopendoar:https://opendoar.ac.uk/repository/71602025-05-28T21:04:05.282038Repositórios Científicos de Acesso Aberto de Portugal (RCAAP) - FCCN, serviços digitais da FCT – Fundação para a Ciência e a Tecnologiafalse |
dc.title.none.fl_str_mv |
Instructional design model for virtuality reality: testing and participant experience evaluation |
title |
Instructional design model for virtuality reality: testing and participant experience evaluation |
spellingShingle |
Instructional design model for virtuality reality: testing and participant experience evaluation Castelhano, Maria Virtual reality Immersive learning Instructional design Higher education |
title_short |
Instructional design model for virtuality reality: testing and participant experience evaluation |
title_full |
Instructional design model for virtuality reality: testing and participant experience evaluation |
title_fullStr |
Instructional design model for virtuality reality: testing and participant experience evaluation |
title_full_unstemmed |
Instructional design model for virtuality reality: testing and participant experience evaluation |
title_sort |
Instructional design model for virtuality reality: testing and participant experience evaluation |
author |
Castelhano, Maria |
author_facet |
Castelhano, Maria Almeida, Diana Morgado, Leonel Pedrosa, Daniela |
author_role |
author |
author2 |
Almeida, Diana Morgado, Leonel Pedrosa, Daniela |
author2_role |
author author author |
dc.contributor.none.fl_str_mv |
Repositório Aberto |
dc.contributor.author.fl_str_mv |
Castelhano, Maria Almeida, Diana Morgado, Leonel Pedrosa, Daniela |
dc.subject.por.fl_str_mv |
Virtual reality Immersive learning Instructional design Higher education |
topic |
Virtual reality Immersive learning Instructional design Higher education |
description |
This study aimed to test an Instructional Design model prototype for Virtual Reality (VR) in Higher Education. A qualitative research methodology was used, employing questionnaires and observations for data collection. The research had three main objectives: (1) to identify the applicability and effectiveness of the VR Instructional Design model, (2) to evaluate participants’ experience with immersion, interactivity, and usability of the VR environment, and (3) to obtain feedback from participants about their VR experience. The study involved two sessions. In the first session, participants were introduced to the VR environment, and their initial adaptation difficulties were observed. Informal interviews and a questionnaire collected feedback on immersion, interactivity, interest, and educational potential of VR. The second session indicated the need for revisions in applicability and ease of use. Based on student feedback, session planning should consider initial adaptation, teacher training, equipment availability, interaction elements, resources, realism, immersion, safety, comfort, session duration, communication, collaboration, and clear content delivery. Providing alternative plans for technical failures is essential. Despite these challenges, participants expressed interest in participating in VR sessions and activities. |
publishDate |
2023 |
dc.date.none.fl_str_mv |
2023-11 2023-11-01T00:00:00Z 2024-08-13T07:56:32Z 2024-08-12T17:46:54Z |
dc.type.driver.fl_str_mv |
conference object |
dc.type.status.fl_str_mv |
info:eu-repo/semantics/publishedVersion |
status_str |
publishedVersion |
dc.identifier.uri.fl_str_mv |
http://hdl.handle.net/10400.2/16473 |
url |
http://hdl.handle.net/10400.2/16473 |
dc.language.iso.fl_str_mv |
eng |
language |
eng |
dc.relation.none.fl_str_mv |
978-3-031-67306-1 978-3-031-67307-8 1867-8211 1867-822X 10.1007/978-3-031-67307-8_6 |
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info:eu-repo/semantics/openAccess |
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openAccess |
dc.format.none.fl_str_mv |
application/pdf |
dc.publisher.none.fl_str_mv |
Springer Nature |
publisher.none.fl_str_mv |
Springer Nature |
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