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Äventyr i Matteskogen: Virtual Reality som utbildningsverktyg

Holmstedt, Björn LU (2018) MAMM01 20171
Ergonomics and Aerosol Technology
Abstract (Swedish)
Utbildning är en viktig del av vårt samhälle och med hjälp av ny teknik finns det utrymme för förbättring. Idag används datorer, applikationer till smarta telefoner samt surfplattor i stor utsträckning inom utbildning. En ny teknikrevolution håller på att äga rum, nämligen Virtual Reality.
Detta examensarbete undersöker användbarheten för Virtual Reality som utbildningsverktyg. Eftersom Virtual Reality lämpar sig bra som ett spelverktyg antogs potential finnas att motivera och intressera elever för ämnen de tidigare ansett mindre intressanta.
Ett matematikspel i Virtual Reality utvecklades med hjälp av användarcentrerad design. För att undersöka spelets effekt på inlärande gavs ett diagnostiskt test till femteklassare. Efter att de... (More)
Utbildning är en viktig del av vårt samhälle och med hjälp av ny teknik finns det utrymme för förbättring. Idag används datorer, applikationer till smarta telefoner samt surfplattor i stor utsträckning inom utbildning. En ny teknikrevolution håller på att äga rum, nämligen Virtual Reality.
Detta examensarbete undersöker användbarheten för Virtual Reality som utbildningsverktyg. Eftersom Virtual Reality lämpar sig bra som ett spelverktyg antogs potential finnas att motivera och intressera elever för ämnen de tidigare ansett mindre intressanta.
Ett matematikspel i Virtual Reality utvecklades med hjälp av användarcentrerad design. För att undersöka spelets effekt på inlärande gavs ett diagnostiskt test till femteklassare. Efter att de testat spelet gavs de samma test för att fastställa eventuella förbättringar.
Eleverna som utförde sluttestet hade några veckor tidigare precis lärt sig samma område som spelet lärde ut. Därför fick de nästan identiska resultat på det första diagnostiska provet och det andra diagnostiska provet. Detta medförde att ingen inlärning med hjälp av Virtual Reality som verktyg kunde bevisas. Däremot visade enkäten som eleverna svarade på efter spelet att de tyckte spelet var mycket roligt och att de mycket hellre lär sig matematik i Virtual Reality än med hjälp av matematikböcker. (Less)
Abstract
Education is an important part of our society and with technological advancements there is room for imporvement. Computers, smartphones, tablets and applications are widely spread as educational tools in todays classrooms. A new technological revolution is about to happen, which is called Virtual Reality.
This thesis examines the usability of Virtual Reality as an educational tool. Since Virtual Reality is a good tool for gaming it was assumed there was potential for Virtual Reality as an educational tool which could help to motivate and interest students in subjects they previously didn’t find interesting.
A math game in Virtual Reality was developed using user centered design. To examine the effects the game had on learning a test was... (More)
Education is an important part of our society and with technological advancements there is room for imporvement. Computers, smartphones, tablets and applications are widely spread as educational tools in todays classrooms. A new technological revolution is about to happen, which is called Virtual Reality.
This thesis examines the usability of Virtual Reality as an educational tool. Since Virtual Reality is a good tool for gaming it was assumed there was potential for Virtual Reality as an educational tool which could help to motivate and interest students in subjects they previously didn’t find interesting.
A math game in Virtual Reality was developed using user centered design. To examine the effects the game had on learning a test was given to fifth graders. After the fifth graders had tested the game they were given the same test to see potential improvements.
The fifth graders had a couple of weeks prior to the test learned the same areas the game aimed to teach. Therefore they got almost identical results on the first test and the second test. Because of these results no effect on learning with Virtual Reality could be proved. The fifth graders answered a form after the tests and the results from the form was very positive. They found the game very amusing and they would rather learn mathematics in Virtual Reality than with the mathematic books. (Less)
Popular Abstract (Swedish)
De senaste decennierna har det skett en enorm teknikutveckling som nu börjar leta sig in i klassrummen med mål att förbättra och underlätta undervisningen. Elever har svårare att lära då de inte finner ett ämne intressant. Virtual Reality kan vara nyckeln till att intressera och engagera dessa elever.
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author
Holmstedt, Björn LU
supervisor
organization
course
MAMM01 20171
year
type
H2 - Master's Degree (Two Years)
subject
keywords
Virtual Reality, Användarcentrerad Design, Interaktionsdesign, Utbildningsverktyg
language
Swedish
id
8939125
date added to LUP
2018-04-27 08:56:34
date last changed
2018-04-27 08:56:34
@misc{8939125,
  abstract     = {Education is an important part of our society and with technological advancements there is room for imporvement. Computers, smartphones, tablets and applications are widely spread as educational tools in todays classrooms. A new technological revolution is about to happen, which is called Virtual Reality.
This thesis examines the usability of Virtual Reality as an educational tool. Since Virtual Reality is a good tool for gaming it was assumed there was potential for Virtual Reality as an educational tool which could help to motivate and interest students in subjects they previously didn’t find interesting.
A math game in Virtual Reality was developed using user centered design. To examine the effects the game had on learning a test was given to fifth graders. After the fifth graders had tested the game they were given the same test to see potential improvements.
The fifth graders had a couple of weeks prior to the test learned the same areas the game aimed to teach. Therefore they got almost identical results on the first test and the second test. Because of these results no effect on learning with Virtual Reality could be proved. The fifth graders answered a form after the tests and the results from the form was very positive. They found the game very amusing and they would rather learn mathematics in Virtual Reality than with the mathematic books.},
  author       = {Holmstedt, Björn},
  keyword      = {Virtual Reality,Användarcentrerad Design,Interaktionsdesign,Utbildningsverktyg},
  language     = {swe},
  note         = {Student Paper},
  title        = {Äventyr i Matteskogen: Virtual Reality som utbildningsverktyg},
  year         = {2018},
}