6 research outputs found
A review of virtual reality applications in an educational domain
The use of virtual reality (VR) applications has grown tremendously in recent years. This paper focuses on the review of existing virtual reality applications in higher educational institutions. The VR applications are still not widely used although it helps students learn and enhances their performance. Moreover, some factors that lead to the limited use of virtual reality are lack of communication, delay in technology development, weak acquisition of knowledge, etc. This paper provides a comprehensive overview of virtual reality applications in educational institutions. The reviewed articles are taken from databases such as Science Direct, Ebscohost, and Scopus. Furthermore, the reviewed eighteen articles are published between 2016 and 2021. The study analyzed the reviewed articles based on different factors such as fields, purpose, targets, methods, citations, factors, and limitations. The findings revealed that virtual reality applications could play an essential role in the education domain. The reviewed articles highlighted the significant contribution of virtual reality applications in the education domain and their impact on the students’ performance. Moreover, the study revealed the critical factors used in VR environments, such as ease of use, efficiency, interactive environments, effectiveness, and learning environments
The Practicality of Virtual Reality Applications in Education: Limitations and Recommendations
The use of virtual reality applications has grown tremendously in recent years. Virtual reality applications in the education domain have many benefits: they engage students, arouse students' curiosity, ease the communication of information, and motivate the students to improve their learning and performance. Despite literature showing that there has been a clear development in the education domain that shows improvement in students' learning skills, its application in Higher Education Institutions (HEIs) is limited to certain courses and fields. Furthermore, there has also been under-utilization and misutilization of virtual reality applications. Thus, the primary research question in this paper would be what the issues of the practicality of virtual reality applications for HEIs are. This paper aims to look at practicality issues to understand why VR is underutilized, particularly in HEIs. A review of the literature based on seventeen papers published between 2010 and 2020 taken from databases such as Science Direct, Ebscohost, and Scopus has found that despite the positive continuous intention to use VR applications, there are many issues regarding their practicality, such as the affordability of VR application tools, the technology-savviness of instructors, as well as the sustainability of VR use. This paper is significant as it explored and identified the practical issues of why VR applications are underused and provides practical suggestions to overcome these issues of practicality. It is hoped that HEIs would not allow these limitations to hinder the use of VR applications so that the students of this era, who are digital natives, would learn and perform better with VR applications; thus, making the use of VR applications in HEIs more widespread
The Efficiency of UTAUT2 Model in Predicting Student’s Acceptance of Using Virtual Reality Technology
In this study, the impact of the theory Unified Theory of Acceptance and Use of Technology UTUAT2 in virtual reality System (VRS) is discussed. Virtual reality (VR) has emerged as a major tool in this field of research and education development.This study integrates UTAUT2 and the learning value architecture to extend the UTAUT2 framework and provides a new perspective on predictions of students' behavior intentions towards and use of VRS. used Method research as an approach to our study by using a closed questionnaire to collect data from many Omani university. The students who have previously used a virtual reality System. This research implemented framework and it was tested and evaluated with satisfactory results using advanced (PLS-SEM) tools.
 
Systematic Literature Review for Smart Learning In Programming Courses
Advancements in technology are currently expediting the learning process for students, prompting an investigation into the integration of technology into student education. This study explores the impact of technological evolution on education. E-learning, a method of education that delivers information to students through modern communication platforms such as computers, networks, and multimedia audio components, is being examined. Whether utilized remotely or in traditional classroom settings, this revolution has made the world increasingly dependent on electronic screens in an era marked by the convergence of media technologies, information, culture, and technology. This paper outlines the development of an e-learning system customized for mobile devices, aimed at improving learning within the university environment. With mobile phones now ubiquitous among students, e-learning has become a potent tool for advancing educational objectives. Furthermore, e-learning aids in elevating student proficiency levels. The research conducted involved implementing and evaluating an application, which produced satisfactory results. As this application becomes integrated into university curricula to support learning, it is anticipated to substantially enhance students’ learning processes and performance, as evidenced by survey results following its implementation
The Current Perceptions About Instructional Tools in Educational Towards Adoption of Virtual Reality Among Undergraduate Students
Virtual reality (VR) has emerged as a major tool in this field of research and education development. However, many challenges arise for students during the course of instruction and learning. The learning process, the placement of support assessment variables, and the behavioral intention to continue using it within the learning spectrum are crucial to the success of virtual reality in the educational sector. The goals of this study are to inquire into the degree to which VR is now being utilized in the field of education. In addition, Thematic analysis was used to analyze the data since it provided an applicable approach to use across the interviews, many methods combined into this study. The study polled 32 teachers and analyzed the results with advanced analysist tools. All of the proposed points were determined using the data analysis.
 
A Review of Virtual Reality Applications in an Educational Domain
The use of virtual reality (VR) applications has grown tremendously in recent years. This paper focuses on the review of existing virtual reality applications in higher educational institutions. The VR applications are still not widely used although it helps students in their learning process and enhances their performance. Moreover, some factors which lead to the limited use of virtual reality are lack of communication, delay in technology development, and weak acquisition of knowledge etc. This paper provides a comprehensive overview of virtual reality applications in educational institutions. The reviewed articles are taken from databases such as Science Direct, Ebscohost, and Scopus. Furthermore, the reviewed eighteen articles are published between 2016 and 2021. The study analyzed the reviewed articles based on different factors such as fields, purpose, targets, methods, citations, factors and limitations. The findings revealed that virtual reality applications can play an important role in the education domain. The reviewed articles highlighted the significant contribution of virtual reality applications in the education domain and their impact on the students' performance. Moreover, the study revealed the important factors used in VR environments such as ease of use, efficiency, interactive environments, effectiveness, and learning environments