2021
DOI: 10.1007/s10639-021-10522-2
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Perceived learning in virtual reality and animation-based learning environments: A case of the understanding our body topic

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Cited by 16 publications
(5 citation statements)
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References 43 publications
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“…Most of them (40) concluded that VR/AR technology could effectively improve the academic performance of science courses, enhance the understanding of scientific concepts and phenomena (31 papers: ID1, ID4, ID6, ID7, ID8, ID9, ID12, ID13, ID14, ID16, ID17, ID18, ID19, ID20, ID21, ID22, ID23, ID24, ID25, ID28, ID29, ID30, ID32, ID36, ID40, ID41, ID43, ID44, ID55, ID57, ID58), promote students' knowledge construction (3 papers: ID10, ID40, ID51), improve their science thinking ability (6 papers: ID2, ID11, ID20, ID30, ID37, ID44), improve their problem-solving ability three papers: ID21, ID41, ID60), realize the comprehensive improvement of scientific quality (2 paper: ID34, ID50), or evaluate the effect of students' mastery of scientific process (1 paper: ID61). For instance, Çakıro glu (ID40) found that the VR environment provided a variety of sensory stimuli, enabling students to observe things closely and pay more attention to details [50]. Moreover, VR materials could help learners better associate previous knowledge with new knowledge.…”
Section: Cognitive Goalsmentioning
confidence: 99%
“…Most of them (40) concluded that VR/AR technology could effectively improve the academic performance of science courses, enhance the understanding of scientific concepts and phenomena (31 papers: ID1, ID4, ID6, ID7, ID8, ID9, ID12, ID13, ID14, ID16, ID17, ID18, ID19, ID20, ID21, ID22, ID23, ID24, ID25, ID28, ID29, ID30, ID32, ID36, ID40, ID41, ID43, ID44, ID55, ID57, ID58), promote students' knowledge construction (3 papers: ID10, ID40, ID51), improve their science thinking ability (6 papers: ID2, ID11, ID20, ID30, ID37, ID44), improve their problem-solving ability three papers: ID21, ID41, ID60), realize the comprehensive improvement of scientific quality (2 paper: ID34, ID50), or evaluate the effect of students' mastery of scientific process (1 paper: ID61). For instance, Çakıro glu (ID40) found that the VR environment provided a variety of sensory stimuli, enabling students to observe things closely and pay more attention to details [50]. Moreover, VR materials could help learners better associate previous knowledge with new knowledge.…”
Section: Cognitive Goalsmentioning
confidence: 99%
“…Users can navigate through digital spaces, manipulate virtual objects, and participate in rich storytelling experiences; all while being surrounded by visually stunning and dynamically animated content. This fusion of technologies not only opens new frontiers for entertainment but also holds tremendous potential in fields such as education, training, and healthcare, providing users with immersive and interactive learning experiences [2][3][4]. As advancements in these technologies continue the possibilities for creative expression and practical applications are boundless, ushering in a new era of interactive and animated virtual reality experiences [5].…”
Section: Introductionmentioning
confidence: 99%
“…The combination of VR and pedagogic concept will be positioning the VR not only just instructional media as well as learning simultaneous. VR is an instructional media that can make students focus, active and successful in providing feedback to students (Rho et al, 2020). Students is being more motivating and having highness curiosity in learning is the main goal of VR (Kwon & Morrill, 2022).…”
Section: Introductionmentioning
confidence: 99%