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VR from a Learning Perspective

Niwhede, Johan LU and Lindgren, Alexander LU (2017) MAMM01 20171
Ergonomics and Aerosol Technology
Abstract (Swedish)
Det finns många exempel på att använda teknologi i skolan för att förbättra elevers lärande. En relativt oanvänd teknologi i utbildning är Virtual Reality. De flesta VR applikationer som används i utbildning idag är passiva virtuella studiebesök, där användaren interagerar med applikationen genom att observera den virtuella världen. Detta examensarbete undersöker om interaktiva Virtual Reality applikationer kan ha en positiv effekt på elevers lärande och engagemang, när det kommer till att lära sig grunderna i naturvetenskap. Detta utfördes genom att utveckla en applikation och testa den på högstadieelever. Detta exjobb studerar också hur en Virtual Reality applikation bör utvecklas för att fungera som ett lärandeverktyg.

Applikationen... (More)
Det finns många exempel på att använda teknologi i skolan för att förbättra elevers lärande. En relativt oanvänd teknologi i utbildning är Virtual Reality. De flesta VR applikationer som används i utbildning idag är passiva virtuella studiebesök, där användaren interagerar med applikationen genom att observera den virtuella världen. Detta examensarbete undersöker om interaktiva Virtual Reality applikationer kan ha en positiv effekt på elevers lärande och engagemang, när det kommer till att lära sig grunderna i naturvetenskap. Detta utfördes genom att utveckla en applikation och testa den på högstadieelever. Detta exjobb studerar också hur en Virtual Reality applikation bör utvecklas för att fungera som ett lärandeverktyg.

Applikationen lär ut grunderna i elektriska kretsar och designades med en användarcentrerad designprocess och baseras på variationsteori. Ämnet elektriska kretsar valdes baserat på enkäter och en intervju med lärare.

En komparativ studie utfördes med två grupper av elever; en grupp som hade en traditionell lektion, och en grupp som använde Virtual Reality applikationen. Båda grupperna testades på vad de hade lärt sig och den andra gruppen svarade på en enkät om deras upplevelse med applikationen.

Resultatet från testet visar att eleverna uppskattade användandet av Virtual Reality som lärandeverktyg och att de hade lärt sig av att använda applikationen. På grund av det låga antalet medverkande och att eleverna hade mycket kort tid med applikationen kunde inga konkreta svar ges på huruvida elever lär sig bättre med Virtual Reality. Dock visades det att Virtual Reality har god potential som ett lärandeverktyg på grund av Virtual Realitys uppslukande och interaktiva karaktär. (Less)
Abstract
There are many examples of using technology in schools for enhancing student’s learning experience. A relatively unexplored technology in education is Virtual Reality. Most of the existing VR applications aimed at learning are passive virtual field trips, where the user only interacts with the application by observing the virtual world. This thesis explores if interactive Virtual Reality applications can have a positive effect on high school students’ learning and engagement when it comes to learning the basics of natural science. This was done by developing a Virtual Reality application and testing it on high school students. The thesis also studies how a Virtual Reality application should be developed to function as a learning tool.
The... (More)
There are many examples of using technology in schools for enhancing student’s learning experience. A relatively unexplored technology in education is Virtual Reality. Most of the existing VR applications aimed at learning are passive virtual field trips, where the user only interacts with the application by observing the virtual world. This thesis explores if interactive Virtual Reality applications can have a positive effect on high school students’ learning and engagement when it comes to learning the basics of natural science. This was done by developing a Virtual Reality application and testing it on high school students. The thesis also studies how a Virtual Reality application should be developed to function as a learning tool.
The application teaches the basics of electric circuits and was designed using a user-centered design process and by utilizing variation theory. Electric circuits was chosen as a subject, based on questionnaires and an interview with teachers.
A comparative study was performed with two groups of students; one group had a traditional lecture and the other used the Virtual Reality application. Both groups were then tested on what they had learned and the second group answered a questionnaire about their experience with the application.
The results of the test show that the students enjoyed using Virtual Reality as a learning tool and that they were able to learn. Due to the small sample size and the short time each student had with the application, there was no conclusive answer to whether or not the students could learn better from a Virtual Reality application. However, it was concluded that Virtual Reality has great potential as a learning tool due to the immersive and interactive nature of Virtual Reality technology. (Less)
Please use this url to cite or link to this publication:
author
Niwhede, Johan LU and Lindgren, Alexander LU
supervisor
organization
course
MAMM01 20171
year
type
H2 - Master's Degree (Two Years)
subject
keywords
Virtual Reality, Pedagogy, User-centered design, Variation theory, Interaction design
language
English
id
8915457
date added to LUP
2017-06-14 13:14:33
date last changed
2017-06-14 14:59:44
@misc{8915457,
  abstract     = {{There are many examples of using technology in schools for enhancing student’s learning experience. A relatively unexplored technology in education is Virtual Reality. Most of the existing VR applications aimed at learning are passive virtual field trips, where the user only interacts with the application by observing the virtual world. This thesis explores if interactive Virtual Reality applications can have a positive effect on high school students’ learning and engagement when it comes to learning the basics of natural science. This was done by developing a Virtual Reality application and testing it on high school students. The thesis also studies how a Virtual Reality application should be developed to function as a learning tool.
The application teaches the basics of electric circuits and was designed using a user-centered design process and by utilizing variation theory. Electric circuits was chosen as a subject, based on questionnaires and an interview with teachers.
A comparative study was performed with two groups of students; one group had a traditional lecture and the other used the Virtual Reality application. Both groups were then tested on what they had learned and the second group answered a questionnaire about their experience with the application.
The results of the test show that the students enjoyed using Virtual Reality as a learning tool and that they were able to learn. Due to the small sample size and the short time each student had with the application, there was no conclusive answer to whether or not the students could learn better from a Virtual Reality application. However, it was concluded that Virtual Reality has great potential as a learning tool due to the immersive and interactive nature of Virtual Reality technology.}},
  author       = {{Niwhede, Johan and Lindgren, Alexander}},
  language     = {{eng}},
  note         = {{Student Paper}},
  title        = {{VR from a Learning Perspective}},
  year         = {{2017}},
}