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Immersive Virtual Reality as a Tool for Education: A Case Study
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Author(s): Sara Ermini (University of Siena, Italy), Giulia Collodel (University of Siena, Italy), Alessandro Innocenti (University of Siena, Italy), Maurizio Masini (GTM & Partners, Italy), Elena Moretti (University of Siena, Italy)and Vincenzo Santalucia (University of Siena, Italy)
Copyright: 2022
Pages: 16
Source title:
Handbook of Research on Implementing Digital Reality and Interactive Technologies to Achieve Society 5.0
Source Author(s)/Editor(s): Francesca Maria Ugliotti (Politecnico di Torino, Italy)and Anna Osello (Politecnico di Torino, Italy)
DOI: 10.4018/978-1-6684-4854-0.ch006
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Abstract
After introducing the topic of education in immersive virtual reality (iVR), the authors describe the methodology and procedure used to test an educational game in virtual reality. The objective of this chapter is to contribute to the definition of a format for the evaluation of educational experiences in VR by describing the methodology adopted in the mentioned case study. A group of 30 students completed a lesson in virtual reality, and their experience was evaluated through qualitative (questionnaires, thinking aloud, interviews) and quantitative (task completion and time) tools. The results show some need for improvement of the simulation, but subjects were immersed in the experience and scored highly on the final assessment on understanding the educational content.
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