Abstract

Purpose–The study aims to develop an application that will serve as an alternative learning tool for learning Asian Studies. The delivery of lessons into a virtual reality game dependson the pace of students. The developed application comprises several more features that enable users to get valuable information from an immersive environment.Method–The researchers used Rapid Application Development (RAD) in developing the application. It follows phases such as requirement planning, user design, construction, and cutover. Two sets of questionnaires were developed, one for the teachers and another for the students. Then, testing and evaluation were conducted through purposive sampling to select the respondents.Results–The application was overall rated as 3.56 which is verbally interpreted as very good. The result was based on the system evaluation using ISO 9126 in terms of functionality, usability, content, reliability, and performance. 476Conclusion–The developed application meets the objectives to provide an alternative learning tool for learning Asian Studies. The application is well commended and accepted by the end-users to provide an interactive and immersive environment for students to learn at their own pace. Recommendations–Further enhancement of the audio, gameplay, and graphics of the tool. Schools should take into consideration the adoption of the Asian Studies Virtual Reality as a good alternative tool for their teachers and students to teach and learn Asian Studies. The use of more 3D objects relevant to the given information to enhance game experience may be considered.A databank for the quiz questions that will be loaded into the game should also be considered.Research Implications–The integration of modern technology in education has been a vital part of the learning process, especially when technological resources are available. Development and adaptation of this application will promote an alternative way of independent learning among students and will give them a better understanding of Asian Studies at their own pace.

Highlights

  • Technology and education are always in sync in terms of nurturing the students and attaining quality education; as technology keeps evolving, education on the other hand does the same

  • Making computer games as an alternative way of learning would be beneficial especially for those students who are inclined in using technology as part of their everyday life

  • The content was graded with a mean of 3.61 which is interpreted as very good

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Summary

Introduction

Technology and education are always in sync in terms of nurturing the students and attaining quality education; as technology keeps evolving, education on the other hand does the same. The methods and techniques in teaching the youth should always keep up with the latest trends and needs of today’s generation. Computer games have already been around since the beginning of the computer era. The game industry continues to grow; it has become an industry that continues to shine through the years. The youth owns a large number of active and casual players of computer games on console and smartphones platform (Statista, 2018). Some are younger and even clever than adults in manipulating gadgets and playing games. Making computer games as an alternative way of learning would be beneficial especially for those students who are inclined in using technology as part of their everyday life

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