Evaluating Learning Outcomes of Virtual Reality Applications in Education: A Proposal for Digital Cultural Heritage

Author:

Paolanti Marina1ORCID,Puggioni Mariapaola2ORCID,Frontoni Emanuele3ORCID,Giannandrea Lorella4ORCID,Pierdicca Roberto5ORCID

Affiliation:

1. University of Macerata, Department of Political Sciences, Communication andInternational Relations, Italy

2. VRAI Vision Robotics and Artificial Intelligence Lab Dipartimento di Ingegneria dell’Informazione (DII), Università Politecnica delle Marche, Italy

3. University of Macerata, Department of Political Sciences, Communication and International Relations and VRAI Vision Robotics and Artificial Intelligence Lab Dipartimento di Ingegneria dell’Informazione (DII), Università Politecnica delle Marche, Italy

4. University of Macerata, Department of Education, Cultural Heritage and Tourism, Italy

5. Dipartimento di Ingegneria Civile, Edile e dell’Architettura (DICEA), Università Politecnica delle Marche, Italy

Abstract

The surge of Mobile Virtual Reality (VR) applications is getting growing attention among researchers and practitioners. The recent literature demonstrates its benefits when used for education purposes, since virtual immersion yields promising results for learning. Leveraging this trend, within the so called “digital didactics”, the need to gauge VR’s effectiveness in the didactic field has become paramount; so far, a method to connect traditional evaluation strategies to novel VR-based learning is still broadly missing. This paper investigates the problem of quantifying the learning outcomes and proposes a new didactic evaluation method for the Digital Cultural Heritage (DCH) learning. This research, conducted in a higher education institute, proposes three new Key Performance Indicators, referring to Revised Bloom’s Taxonomy (RBT) : Mnemonic (M) , Transversal (T) , and Disciplinary (D) . A questionnaire was administered by the same teacher who holds the course, to evaluate how well the application communicated information. The participants have been subdivided into two groups with the same knowledge base. The first group (1ACAT) that represents the “VR group” used the app at home to deepen their subject studies; while the second group (1AGR) that represents the “control group” consulted and studied the app only before the test. The results have demonstrated that the “control group” has a greater ability to support purely mnemonic topics (1ACAT 46.9%, 1AGR 53.1%), such as dates and simple definitions. The skills reached by the “VR group” attest to both transveral (1ACAT 52.9%, 1AGR 47.1%) and disciplinary (1ACAT 52.5%, 1AGR 47.5%) knowledge. These results validate the use of VR in teaching, demonstrating both experiential value and student involvement, but even confirming the compensatory function of VR if compared with the irreplaceable role of teachers in guiding learners to learn.

Publisher

Association for Computing Machinery (ACM)

Subject

Computer Graphics and Computer-Aided Design,Computer Science Applications,Information Systems,Conservation

Cited by 6 articles. 订阅此论文施引文献 订阅此论文施引文献,注册后可以免费订阅5篇论文的施引文献,订阅后可以查看论文全部施引文献

1. The Role of Virtual Reality Technology in Knowledge Acquisition: A Systematic Review;2024 IEEE 7th International Conference on Advanced Technologies, Signal and Image Processing (ATSIP);2024-07-11

2. Cultural Heritage as a Didactic Resource through Extended Reality: A Systematic Review of the Literature;Multimodal Technologies and Interaction;2024-07-05

3. Breaking boundaries: Enhancing dance learning through virtual reality innovation;Education and Information Technologies;2024-07-05

4. Mapping the landscape of digital cultural heritage research: a quantitative and visual bibliometric study;Library Hi Tech;2024-06-20

5. Virtual Reality System Supporting Food Culture Learning;2024 Nicograph International (NicoInt);2024-06-14

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