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Case study on the effectiveness of the mental and physical activities in virtual and augmented reality

    1. [1] Kaunas University of Technology

      Kaunas University of Technology

      Lituania

  • Localización: EDULEARN22 Proceedings: 14th International Conference on Education and New Learning Technologies : July 4th-6th, 2022 / coord. por Luis Gómez Chova, Agustín López Martínez, Joanna Lees, 2022, ISBN 978-84-09-42484-9, págs. 296-305
  • Idioma: inglés
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  • Resumen
    • Virtual reality and augmented reality technology has existed in various forms for several years and could be applied by using different devices, such as smartphones, iPads and computers. While these types of technology offer a broad range of applications, one of the purposes of using virtual reality (VR) and augmented reality (AR) is to implement them in education, which is possible at different educational levels. The chapter presents the educational field of VR and AR and discusses the implementation of VR and AR in educational programs by using different technologies and practices related to medicine, sport, military and history. Modern research shows that current implementation examples include facilitating the learning process and communication for students with disabilities as well as acquiring critical practical skills for students in fields where hands-on experience is exceptionally valuable, such as medicine. The paper also overviews the application of VR and AR technologies in the application of physical, mental or mental-physical educational methods as well as provides good practices that have already been successfully implemented in Lithuania. Current results indicate that using VR and AR for educational purposes may be tailored according to the current needs as varying levels of interactivity, physical activities, historical information and visuals offers a higher level of engagement and makes the educational process more attractive. Among the main advantages of VR and AR solutions is the ability to be integrated into virtual learning environments such as Moodle as, in such case, learners not only gain access to additional communication and collaboration tools but also for group learning processes. The analysis that was carried out on existing VR and AR application methods revealed new ways to implement them in educational programs and allow educators to identify new forms of learning. These new forms of learning offer more flexibility as they can be used outside of the classroom, in different educational environments. such case, learners not only gain access to additional communication and collaboration tools but also to group learning processes. Evaluation conducted by a group of experts from fields of e-learning, information technology, and computer engineering indicates that VR and AR activities that combine both, physical and mental exercises seem to be preferred over more mental exercises alone for the purposes of education.


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