Abstract

<p class="Abstract"><span lang="EN-US">In light of the increasing technological developments, working life and education is changing and becoming more complex, interconnected and digital. These changed circumstances require new and modified competences of future employees. Education has to respond to the changing requirements in working life. To prepare for this, a technological-oriented teaching and learning process as well as gaining practical experience is crucial for students. In this context, Virtual Reality (VR) technologies provide new opportunities for practical experience in higher education, where they can further intensify the students learning experiences to a more immersive and engaging involvement in the learning process. To evaluate the potential of immersive virtual learning environments (VLE) for higher education and to understand more deeply which kind of experiences students gain while learning in immersive virtual environments (VE) an experimental research study is carried out. The paper describes education in light of industry 4.0 first and gives an overall view of immersive learning and the role of VR Technologies. Then the user study to measure user experience (UX) in immersive VLE is presented. Preliminary results are outlined and discussed with a view of further research.</span></p>

Highlights

  • EDUCATION AND LEARNING IN LIGHT OF INDUSTRY 4.0Digitization increasingly influences all areas of daily life because technology is an integral part of interaction, learning and knowledge acquisition [1]

  • Concerning the effects of user traits on user experience (UX) in immersive virtual learning environments (VLE), the initial results have shown that there exists an impact

  • Users who a more uncertain, anxious or nervous characteristics experience the VLE less positive and are not as engaged as users who are a more active and open character. These results indicate that user characteristics and traits have a positive or negative key impact on the experience of VLE

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Summary

INTRODUCTION

Digitization increasingly influences all areas of daily life because technology is an integral part of interaction, learning and knowledge acquisition [1]. A technological-oriented focus of education, reflectivity through the conveyance of theoretical knowledge and the experience of practical and problem-oriented application gain an increased importance in all sectors of education [3] Considering these developments, especially highly qualified employees are requested in future. Universities are facing new challenges like high numbers of students up to 2.000 in one lecture, especially in STEM disciplines, accompanied by overcrowded lecture halls, in which students cannot participate in an active way These challenges require new teaching and learning formats, where technological media can contribute didactically to the learning outcomes. Virtual environments (VE) provide the opportunities for experiential learning outside the lecture halls for all students at any time In this context, Virtual Reality (VR) technologies provide new opportunities for practical experience in higher education, where they facilitate a more natural experience in a VE. In order to be prepared for the future working environment in a field of industry 4.0

IMMERSIVE LEARNING IN HIGHER EDUCATION
Study Design
Hardware set-up
Minecraft as the setting for the virtual learning environment
Experimental task
Measurment and variables
Sample
Correlation Approach
Analysis of the Screen Recording
Directly lay rails without getting an overview
DISCUSSION AND FUTURE
Findings
OUTLOOK
Full Text
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