Research and Analysis of VR in the Field of Education
DOI:
https://doi.org/10.54097/t94dn648Keywords:
VR, education, art, medical, game.Abstract
VR education is still in the stage of development after a long time of experiments and tests. Many countries have launched VR classes successively, trying to make educational resources more comprehensive and equal, but VR requires an amount of device support, at the same time, the effect of VR input into education is uncertain. VR education needs a lot of time and data to determine the effect. This paper attempts to analyze the positive effects of VR in education. For example, in art education, VR eliminates the geographical restrictions on the dissemination of traditional art and culture shadow puppetry; in medical education, high-precision VR medical model enables medical students to have a more comprehensive understanding of medical knowledge; in game education, VR creates an appropriate educational environment for students to learn more immersive. By analyzing the role and development progress of VR, people can use VR technology to explore more possibilities and practicability in education, and bring more talents to the society by utilizing the advantages of VR.
Downloads
References
Wohlgenannt, I., Simons, A. Stieglitz, S. “Virtual Reality”. Bus Inf Syst Eng 62, pp.455–461 2020.
Z. Cao, J. Zheng, F. Li, J. Xie, "Application of Virtual Technology in Cultivating College Students' Moral Personality", 2021 3rd International Conference on Machine Learning, Big Data and Business Intelligence, pp.557-560, 2021.
Zhang Q.. “Interactive expression and language transformation of virtual reality technology used by Chinese museums in exhibitions -- Taking the development and application of VR shadow game "Tianji Horse Race" as an example”. Chinese Museum, (02), pp.121-126, 2020
Zhang L.,Zeng Z.. “Application of immersive VR technology in music teaching”. Education Informatization Forum, (04) pp.50-51, 2021.
https://www.xhcom.edu.cn/info/1122/8316.htm
https://baijiahao.baidu.com/s?id=1594256593910455547&wfr=spider&for=pc
https://www.scnsoft.com/virtual-reality/healthcare/medical-education#challenge
https://www.itechart.com/blog/virtual-reality-in-medical-education/
Tsoy, D., Sneath, P., Rempel, J., Huang, S., Bodnariuc, N., & Mercuri, M. “Creating GridlockED: A serious game for teaching about multipatient environments”. Academic Medicine., 94(1), pp.66–70, 2019.
Solomon Sunday Oyelere1. “Exploring the trends of educational virtual reality games: a systematic review of empirical studies”. Oyelere et al. Smart Learning Environments, 7: 31, 2020.
Csikszentmihalyi M. Play and Intrinsic Rewards”. Journal of Humanistic Psychology, 15(3), pp.41-63,1975.
Y. Wang. “Research on the application of VR educational games in junior high school English teaching”. Liaoning: Liaoning Normal University, 2020.
W. Gao, Y. Wang, Q. Wu, C. Wang. “The application and development prospect of educational games based on VR technology in English teaching”. Software, 39 (05), pp.60-65, 2018.
Chioma Udeozor, Ryo Toyoda, Fernando Russo Abegão and Jarka Glassey. “Perceptions of the use of virtual reality games for chemical engineering education and professional training”. Higher Education Pedagogies, .6(1), pp.175-194. 5, 2021.
Downloads
Published
Issue
Section
License

This work is licensed under a Creative Commons Attribution-NonCommercial 4.0 International License.







