Effectiveness of using an immersive and interactive virtual reality learning environment to empower students in strengthening empathy and mastery learning

Rhodora Abadia, James Calvert, Ratna Dasika

Research output: Chapter in Book/Report/Conference proceedingConference contributionpeer-review

8 Citations (Scopus)

Abstract

In this paper we present the significance of immersive virtual reality learning environment by a conducted research which emphasizes experience in learning. The case study presents the analysis and comparison of the results in students’ empathy and mastery learning between using a 360° video of a modern history topic – the World War II Kokoda campaign, against an immersive and interactive virtual world learning environment (Kokoda VR). Kokoda VR was developed to have an accurate recreation of places and events. By using photogrammetry of real locations and artefacts, in combination with animated characters, Kokoda VR places the students in the centre of the action. While each of the design techniques are not new to the development Virtual Reality Learning Environments (VRLEs), the combination and then application, created an immersive experience where students not only witness the event but also relive the experience. Participants in this study are high school and university students, who were divided into groups to use the 360° video and immersive virtual world application. Surveys and post-tests were conducted to identify how significant the enhancement is in the learners’ empathy, mastery learning and their relationship. Results show that using immersive and interactive virtual reality learning environment have significant improvement in empathy and mastery learning. The study also shows that there is a positive association between empathy and mastery learning but the results does not show sufficient evidence of a strong relationship.

Original languageEnglish
Title of host publicationICCE 2019 - 27th International Conference on Computers in Education, Proceedings
EditorsMaiga Chang, Hyo-Jeong So, Lung-Hsiang Wong, Fu-Yun Yu, Ju-Ling Shih, Ivica Boticki, Ming-Puu Chen, Ali Dewan, Stian Haklev, Elizabeth Koh, Tomoko Kojiri, Kuo-Chen Li, Daner Sun, Yun Wen
PublisherAsia-Pacific Society for Computers in Education
Pages495-504
Number of pages10
ISBN (Electronic)9789869721431
Publication statusPublished - 19 Nov 2019
Event27th International Conference on Computers in Education, ICCE 2019 - Kenting, Taiwan, Province of China
Duration: 2 Dec 20196 Dec 2019

Publication series

NameICCE 2019 - 27th International Conference on Computers in Education, Proceedings
Volume1

Conference

Conference27th International Conference on Computers in Education, ICCE 2019
Country/TerritoryTaiwan, Province of China
CityKenting
Period2/12/196/12/19

Keywords

  • Empathy
  • Immersive virtual reality learning environment
  • Mastery learning
  • Photogrammetry

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