Faculty of Computing and Informatics, Multimedia University, Cyberjaya, Selangor, 63100, Malaysia.
F1000Res. 2021 Nov 2;10:1106. doi: 10.12688/f1000research.73311.2. eCollection 2021.
The Covid-19 pandemic has resulted in an abrupt but accelerated shift to e-learning worldwide. Education in a post-pandemic world has to amalgamate the advantages of e-learning with important pedagogical goals associated with in-person teaching. Although various advanced technologies are present at our fingertips today, we are still unable to use their full potential in teaching and learning. In this regard, mobile VR technology is both cost-efficient, versatile and engaging for students. Developing countries have more smartphone users than developed countries, implying that developing countries, like Malaysia, should utilize mobile or cellphones more significantly. With that in mind, we propose here a pre-protocol to investigate learner motivation and levels of engagement for e-learning with smartphone-integrated VR, based on their VARK (Visual, Auditory, Read/Write, Kinesthetic) learning styles. This study intends to look into students from the same age group under the K-12 (particularly grade 9-12) belonging to STEM curriculum. The Google Cardboard VR set will be used as the prime technology for its affordability, easy build feature and variety of available vendors. A mixed-method (survey and activity log/tracking) for data collection is suggested to find the degree of engagement and motivation of the learners' learning in the mobile VR-assisted e-learning context. The students will be taught a topic using the mobile VR and then be assessed through simple classroom quizzes to assess how well they grasped the concept. The data collected through activity logs (while teaching the topic in mobile VR) and questionnaires will be mapped to each individual learner and organized in a data repository. Further visualization, analysis and investigation will be performed using Smart PLS, Python or R language. The study aims to provide context for smartphone and software companies to develop technologies that could facilitate learner motivation and engagement during the post-pandemic state.
新冠疫情导致全球范围内的教育迅速向电子学习转变。在后疫情时代的教育中,必须将电子学习的优势与面对面教学相关的重要教学目标相结合。尽管目前我们已经掌握了各种先进技术,但在教学中仍未能充分发挥其潜力。在这方面,移动虚拟现实技术对于学生来说具有成本效益高、功能多样且引人入胜的特点。发展中国家拥有的智能手机用户比发达国家多,这意味着发展中国家(如马来西亚)应该更加重视利用移动电话或手机。考虑到这一点,我们在此提出了一个预方案,旨在根据学习者的 VARK(视觉、听觉、读写、动觉)学习风格,研究智能手机集成 VR 进行电子学习的学习者动机和参与度。本研究旨在调查来自同一年龄组(特别是 9-12 年级)的 K-12 学生,他们属于 STEM 课程。将使用 Google Cardboard VR 套件作为主要技术,因为它具有价格实惠、易于构建的特点和各种可用供应商。建议采用混合方法(调查和活动日志/跟踪)进行数据收集,以发现学习者在移动 VR 辅助电子学习环境中的参与度和动机程度。将使用移动 VR 向学生教授一个主题,然后通过简单的课堂测验评估他们对该主题的掌握程度。通过活动日志(在移动 VR 中教授主题时)和问卷收集的数据将被映射到每个学习者个体,并在数据存储库中进行组织。使用 Smart PLS、Python 或 R 语言将对数据进行进一步的可视化、分析和调查。本研究旨在为智能手机和软件公司提供背景信息,以开发在疫情后能够促进学习者动机和参与度的技术。