Abstract
Previous studies show that VR immersion effectively enhances students' curriculum integration, content understanding, self-efficacy, learning behaviors, and performance. In this study, the impact of creating a VR course related to historical homes tours through Uptale is expected to enhance students' self-efficacy, learning behaviors, and learning performance. The initial test was conducted by recruiting 22 graduate students. Comparison of 2D video and SVVR to test the effectiveness of the software. This experiment explored the SVVR group's self-efficacy, learning behaviors, and learning performance through the results of the Achievement Test in History, and analyzed the effects of SVVR on the learning of historical through descriptive statistics and t-tests. The statistical results show that although there is no significant difference between the two groups, it can be seen that the value of the SVVR group is still higher than that of the 2D film group. It is expected that SVVR teaching will be extended to senior high schools and used in curriculum teaching, and experiments and interviews will be conducted in the hope that effects such as enhanced learning concentration can be facilitated for use in other subjects or professional training programs.
Author Information
Chia-Ling Wu, National Taiwan University of Science and Technology, Taiwan
Hui-Xin Chen, National Taiwan University of Science and Technology, Taiwan
Shuo-Jung Hsu, National Taiwan University of Science and Technology, Taiwan
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