IMPLEMENTING OF VIRTUAL REALITY TECHNOLOGY IN SCIENCE SUBJECTS AS EFFORT TO BUILD A MEANINGFUL LEARNING

Viqhi Aswie, Wamaungo Juma Abdu

Abstract


The post-COVID-19 pandemic has resulted in learning loss in almost all subjects, including science learning. In addition, there is a decrease in motivation in capturing learning. In contrast, 21st-century education demands literacy skills accompanied by competencies and characters that lead to lifelong learning. Therefore, services in the form of technology that can improve students' skills and interests are needed, one of which is using virtual reality. This technology is believed to be a future asset that can help students construct their cognitive structures. Thus, this study aims to examine the use of virtual reality technology in improving meaningful learning in science learning at school. The method used in this study is a qualitative method with a descriptive approach through a literature review of Google Scholar and Scopus-indexed journals.  The data that has been collected is analyzed by correlating the relationship between the use of virtual reality with meaningful learning in science subjects. After that, it ends by elaborating on the ideas in this article. Based on studies that have been conducted, it is found that virtual reality is a 3D technology that helps visualize science concepts that combine the real and virtual worlds (immersive) so that learning is more interactive. Despite its great potential, this technology should be used as a supporting tool, not a substitute for human interaction in learning. Virtual reality can also create meaningful learning by directly involving students in constructing their cognitive structures related to facts, concepts, procedures, and metacognition. In addition, this technology is also able to integrate science concepts that were previously fragmented to be integrated comprehensively through 3D virtual simulations. This will help create meaningful learning because students can understand science concepts comprehensively by connecting their experiences to real learning materials through immersive technology.

 

Keywords: Immerse Technology; Meaningful Learning; Science Subject; Virtual Reality


Full Text:

PDF

References


Barry, D. M., & Kanematsu, H. (2022). Virtual reality enhances active student learning. Procedia Computer Science, 207(Kes), 408–415. https://doi.org/10.1016/j.procs.2022.09.075

Barry, D. M., Kanematsu, H., Ogawa, N., & McGrath, P. (2021). Technologies for teaching during a pandemic. Procedia Computer Science, 192, 1583–1590. https://doi.org/10.1016/j.procs.2021.08.162

Blascovich, J., Loomis, J., Beall, A. C., Swinth, K. R., Hoyt, C. L., & Bailenson, J. N. (2002). Immersive virtual environment technology as a methodological tool for social psychology. Psychological Inquiry, 13(2), 103–124. https://doi.org/10.1207/S15327965PLI1302_01

Chiquet, S., Martarelli, C. S., Weibel, D., & Mast, F. W. (2023). Learning by teaching in immersive virtual reality – Absorption tendency increases learning outcomes. Learning and Instruction, 84(September 2022), 101716. https://doi.org/10.1016/j.learninstruc.2022.101716

Christopoulos, A., Conrad, M., & Shukla, M. (2018). Increasing student engagement through virtual interactions: How? Virtual Reality, 22(4), 353–369. https://doi.org/10.1007/s10055-017-0330-3

Cook, M., Lischer-Katz, Z., Hall, N., Hardesty, J., Johnson, J., McDonald, R., & Carlisle, T. (2019). Challenges and strategies for educational virtual reality: Results of an expert-led forum on 3D/VR technologies across academic institutions. Information Technology and Libraries, 38(4), 25–48. https://doi.org/10.6017/ital.v38i4.11075

Cuesta Cambra, Dr. U., & Mañas Viniegra, L. (2016). Integración de la realidad virtual inmersiva en los Grados de Comunicación. Revista ICONO14. Revista Científica de Comunicación y Tecnologías Emergentes, 14(2), 1. https://doi.org/10.7195/ri14.v14i2.953

Fransson, G., Holmberg, J., & Westelius, C. (2020). The challenges of using head-mounted virtual reality in K-12 schools from a teacher perspective. Education and Information Technologies, 25(4), 3383–3404. https://doi.org/10.1007/s10639-020-10119-1

Gar Chi, P., Zaffwan Idris, M., & Nugrahani, R. (2021). Virtual Reality (VR) in the 21st. Century Education: The Opportunities and Challenges of Digital Learning in Classroom. 1(2), 105–110. https://doi.org/10.53797/aspen.v1i2.15.2021

Hadjipanayi, C., & Michael-Grigoriou, D. (2020). Conceptual knowledge and sensitization on Asperger’s syndrome based on the constructivist approach through virtual reality. Heliyon, 6(6). https://doi.org/10.1016/j.heliyon.2020.e04145

Huang, C. L., Luo, Y. F., Yang, S. C., Lu, C. M., & Chen, A. S. (2020). Influence of Students’ Learning Style, Sense of Presence, and Cognitive Load on Learning Outcomes in an Immersive Virtual Reality Learning Environment. Journal of Educational Computing Research, 58(3), 596–615. https://doi.org/10.1177/0735633119867422

Ivanov, Jessica, P., Salim, S., Syahputra, M. E., & Suri, P. A. (2023). A Systematic literature review on implementation of virtual reality for learning. Procedia Computer Science, 216(2022), 260–265. https://doi.org/10.1016/j.procs.2022.12.135

Jakubowski, M., Gajderowicz, T., & Patrinos, H. A. (2023). Global learning loss in student achievement: First estimates using comparable reading scores. Economics Letters, 232, 111313. https://doi.org/10.1016/j.econlet.2023.111313

Laseinde, O. T., & Dada, D. (2023). Enhancing teaching and learning in STEM Labs: The development of an android-based virtual reality platform. Materials Today: Proceedings. https://doi.org/10.1016/j.matpr.2023.09.020

Lawrence, R., Ching, L. F., & Abdullah, H. (2019). Strengths and Weaknesses of Education 4.0 in the Higher Education Institution. International Journal of Innovative Technology and Exploring Engineering, 9(2S3), 511–519. https://doi.org/10.35940/ijitee.b1122.1292s319

Lennox, J., Reuge, N., & Benavides, F. (2021). UNICEF’s lessons learned from the education response to the COVID-19 crisis and reflections on the implications for education policy. International Journal of Educational Development, 85(December 2020). https://doi.org/10.1016/j.ijedudev.2021.102429

Mayer, R. E. (2002). Rote versus Meaningful Learning. Theory Into Practice, 41(4), 226–232. http://www.jstor.org/stable/1477407

Mcguire, C. (2018). Transforming Traditional Teaching Practices with 21st Century Skills in K-12 Classrooms. https://repository.stcloudstate.edu/im_etds/16

Miles, M. B., Huberman, A. M., & Saldaäna, J. (2014). Qualitative data analysis: A methods sourcebook (Third edition.). SAGE Publications, Inc.

Molina-Carmona, R., Pertegal-Felices, M. L., Jimeno-Morenilla, A., & Mora-Mora, H. (2018). Virtual Reality learning activities for multimedia students to enhance spatial ability. Sustainability (Switzerland), 10(4). https://doi.org/10.3390/su10041074

Monova-Zheleva, M. (2015). Uses of the Virtual World for Educational Purposes. СпиÑание „Компютърни Ðауки и Комуникации, 4(2), 106–122. http://www.scribd.com/doc/5570819/Introduction-to-virtual-worlds#scribd

National Research Council. (2012). A framework for K-12 science education: Practices, crosscutting concepts, and core ideas. In A Framework for K-12 Science Education: Practices, Crosscutting Concepts, and Core Ideas. National Academies Press. https://doi.org/10.17226/13165

Oke, A., & Fernandes, F. A. P. (2020). Innovations in teaching and learning: Exploring the perceptions of the education sector on the 4th industrial revolution (4IR). Journal of Open Innovation: Technology, Market, and Complexity, 6(2). https://doi.org/10.3390/JOITMC6020031

Plotnick, E. (1997). Concept Mapping: A Graphical System for Understanding the Relationship between Concepts. www.eric.ed.gov

Prawira, Y. A., Ayundari, V. L., & Kurnia, T. (2021). Exploring Students’ Affective on Using Asynchronous Learning During the Pandemic Period. Jurnal Pendidikan Islam, 7(1), 33–50. http://doi.org/10.15575/jpi.v7i1.9740

Pringle, J. K., Stimpson, I. G., Jeffery, A. J., Wisniewski, K. D., Grossey, T., Hobson, L., Heaton, V., Zholobenko, V., & Rogers, S. L. (2022). Extended reality (XR) virtual practical and educational eGaming to provide effective immersive environments for learning and teaching in forensic science. Science and Justice, 62(6), 696–707. https://doi.org/10.1016/j.scijus.2022.04.004

Radianti, J., Majchrzak, T. A., Fromm, J., & Wohlgenannt, I. (2020). A systematic review of immersive virtual reality applications for higher education: Design elements, lessons learned, and research agenda. Computers and Education, 147. https://doi.org/10.1016/j.compedu.2019.103778

Rahmah, N. (2013). Belajar Bermakna Ausubel. Al-Khwarizmi, I, 43–48.

Recch, F., Petherick, A., Hinton, R., Nagesh, R., Furst, R., & Goldszmidt, R. (2023). Education data needs and challenges for building back from COVID-19. Epidemics, 43(April 2022), 100673. https://doi.org/10.1016/j.epidem.2023.100673

Renstrom, L., Andersson, B., & Marton, F. (1990). Students’ Conceptions of Matter. In Journal of Educational Psychology (Vol. 82, Issue 3).

Scott, C. L. (2015). The futures of learning 3: what kind of pedagogies for the 21st century? (15)

Sejzi, A. A., & Aris, B. bin. (2012). Constructivist Approach in Virtual Universities. Procedia - Social and Behavioral Sciences, 56, 426–431. https://doi.org/10.1016/j.sbspro.2012.09.672

Shin, N., Jonassen, D. H., & McGee, S. (2003). Predictors of well-structured and ill-structured problem solving in an astronomy simulation. Journal of Research in Science Teaching, 40(1), 6–33. https://doi.org/10.1002/tea.10058

Sirhan, G. (2007). Learning Difficulties in Chemistry: An Overview. Turkish Science Education, 4(2), 2–19. http://www.tused.org

Stevens, S. Y., Shin, N., & Peek-Brown, D. (2013). Learning progressions as a guide for developing meaningful science learning: A new framework for old ideas. In Learning Progressions in Chemistry] Educ. quím (Vol. 24, Issue 4).

Stošić, L. (2015). The importance of educational technology in teaching. International Journal of Cognitive Research in Science, Engineering and Education, 3(1), 111–114. https://doi.org/10.23947/2334-8496-2015-3-1-111-114

Suri, P. A., Syahputra, M. E., Amany, A. S. H., & Djafar, A. (2023). Systematic literature review: The use of virtual reality as a learning media. Procedia Computer Science, 216(2022), 245–251. https://doi.org/10.1016/j.procs.2022.12.133

Villena-Taranilla, R., Tirado-Olivares, S., Cózar-Gutiérrez, R., & González-Calero, J. A. (2022a). Effects of virtual reality on learning outcomes in K-6 education: A meta-analysis. Educational Research Review, 35(December 2021). https://doi.org/10.1016/j.edurev.2022.100434

Villena-Taranilla, R., Tirado-Olivares, S., Cózar-Gutiérrez, R., & González-Calero, J. A. (2022b). Effects of virtual reality on learning outcomes in K-6 education: A meta-analysis. Educational Research Review, 35. https://doi.org/10.1016/j.edurev.2022.100434

Wrahatnolo, T., & Munoto. (2018). 21st centuries skill implication on educational system. IOP Conference Series: Materials Science and Engineering, 296(1). https://doi.org/10.1088/1757-899X/296/1/012036

Yarrow, N., Masood, E., & Afkar, R. (2020). Estimates of COVID-19 Impacts on Learning and Earning in Indonesia. World Bank, Jakarta, August. https://doi.org/10.1596/34378




DOI: https://doi.org/10.38075/tp.v17i2.388

Refbacks

  • There are currently no refbacks.


Copyright (c) 2023 Viqhi Aswie, Wamaungo Juma Abdu

Creative Commons License
This work is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License.