Magyar
Toggle navigation
Tudóstér
Magyar
Tudóstér
Keresés
Egyszerű keresés
Összetett keresés
CCL keresés
Egyszerű keresés
Összetett keresés
CCL keresés
Böngészés
Saját polc tartalma
(
0
)
Korábbi keresések
Összesen 1 találat.
#/oldal:
12
36
60
120
Rövid
Hosszú
MARC
Részletezés:
Rendezés:
Szerző növekvő
Szerző csökkenő
Cím növekvő
Cím csökkenő
Dátum növekvő
Dátum csökkenő
1.
001-es BibID:
BIBFORM115672
Első szerző:
Bujdosó Gyöngyi (informatikus, informatika, matematika, kémia tanár)
Cím:
Experiences with the use of virtual reality environments in education - Identifying difficulties and possible solutions during thesis work / G. Bujdosó, C.M. Novac, O.C. Novac, T. Roskó, K. Teperics
Dátum:
2022
Megjegyzések:
In recent years, virtual reality (VR) has been introduced into a special field of education at the Faculty of Informatics of the University of Debrecen, Hungary. We launched VR courses and created immersive VR environments to provide curricula for our students. Based on VR courses and available curricula, students can choose thesis topics in this field at the end of their BSc studies. During the thesis work, they have to design and create a thematic environment with an immersive VR software: the MaxWhere 3D platform. Students come to the thesis work with different prior VR experiences: Most of them encountered VR in a learning environment, i.e., they had university courses on VR or had and used curriculum in a VR environment. However, there are those who come to the thesis work without learning about VR, learned from games only about VR. Our assumption was that students in the 21st-century generation have a sense of "VR thinking" so they can seamlessly switch between the real and virtual 3D worlds. Experience has shown that this operation is not trivial for all of them. To determine the range of difficulties in thinking in VR and to explore the causes of the problems, we used the method of a personal interview survey among students. The survey found that students who did not encounter VR in an educational setting were much less able to think creatively in VR. The level of creative thinking in VR was also lower for those who had already played VR games anyway. To develop creativity in thinking about VR, we presented key information on the thesis work in a VR environment to students who plan to work in VR. Experience to date has shown positive effects in developing creative VR thinking. In this paper, we present our experiences concerning the students' thesis work on the use of VR as a framework as well as the results of the survey
ISBN:
978-84-09-42484-9
Tárgyszavak:
Műszaki tudományok
Informatikai tudományok
előadáskivonat
könyvrészlet
Virtual reality
VR
virtual reality in education
university education
higher education
education
MaxWhere
thesis work
Megjelenés:
EDULEARN22 Proceedings / IATED. - p. 10216-10221. -
További szerzők:
Novac, Mihaela
Novac, Ovidiu
Roskó Tibor (1992-) (informatikus)
Teperics Károly (1963-) (geográfus)
Pályázati támogatás:
SZTE
MTA
EFOP-3.6.3-VEKOP-16-2017-00002
EFOP
Internet cím:
Szerző által megadott URL
DOI
Intézményi repozitóriumban (DEA) tárolt változat
Borító:
Saját polcon:
Rekordok letöltése
1
Corvina könyvtári katalógus v8.2.27
© 2023
Monguz kft.
Minden jog fenntartva.