| Literature DB >> 35603316 |
Iuliia Sergeevna Khukalenko1, Regina Kaplan-Rakowski2, Yunjo An2, Vera Dmitrievna Iushina3.
Abstract
High-immersion virtual reality (VR) technology is often associated with gaming. Yet, it is increasingly popular in educational contexts due to its potential to engage and motivate learners. Prior to VR technology integration in the classroom, the acceptance or resistance toward VR needs to be explored. This paper reports the results obtained from a large-scale (N = 20,876) survey on teachers' attitudes toward the use of VR for education. The survey explored the relationships between the teachers' VR integration level and their instructional approaches, as well as the frequency of VR use. Furthermore, the survey yielded answers on the relationship between the availability of information technology (IT) personnel and the frequency of VR use. Overall, teachers had moderately positive perceptions of the use of VR in education. There was no strong correlation between instructional approaches and the level of VR integration, but lower levels of VR integration were associated with more traditional teaching approaches. The results revealed a positive correlation between the level of VR integration and the frequency of VR use. However, the VR frequency use had a weak correlation with the availability of IT personnel.Entities:
Keywords: Teacher perceptions; Teaching approaches; Technology integration; Technology support; Virtual reality (VR)
Year: 2022 PMID: 35603316 PMCID: PMC9115738 DOI: 10.1007/s10639-022-11061-0
Source DB: PubMed Journal: Educ Inf Technol (Dordr) ISSN: 1360-2357
Fig. 1Experiencing High-immersion Virtual Reality
Demographic Information about the Participants
| Gender | ||||
|---|---|---|---|---|
|
| Female | Male | ||
| Total | 20,876 | 18,270 | 2,606 | |
| % | 88 | 12 | ||
Russian Educators’ Perceptions of the Use of VR in the Classroom
| Statement: Using VR in the classroom… |
|
|
|---|---|---|
| 1. Improves student academic record. | 3.98 | 0.95 |
| 2. | 3.62 | 1.08 |
| 3. Promotes the development of communication skills (e.g., writing skills, presentation skills). | 4.10 | 0.98 |
| 4. | 3.98 | 1.02 |
| 5. Is successful only if there’s adequate teacher training in the use of VR technology in classroom. | 4.61 | 0.99 |
| 6. Is successful only if equipment is regularly maintained by IT personnel. | 4.57 | 1.00 |
| 7. Is an effective tool for students of all abilities. | 4.32 | 0.90 |
| 8. Effective if teachers participate in selection and implementation of VR technology. | 4.38 | 0.87 |
| 9. Allows to accommodate individual attributes of students. | 4.21 | 0.89 |
| 10. Motivates students to get more involved in learning activities. | 4.31 | 0.94 |
| 11. | 4.18 | 0.95 |
| 12. Promotes the development of student interpersonal skills. | 4.01 | 0.94 |
| 13. Effective only if extensive technical resources are available. | 4.40 | 0.94 |
| 14. | 4.38 | 0.95 |
| 15. Improves student learning of critical concepts and ideas. | 4.20 | 0.89 |
| 16. | 4.09 | 1.03 |
Note: Items in italics were reverse-coded
Fig. 2Subjective Teacher Evaluation of Their Progress in VR Technology Integration
Fig. 3Participants’ Instructional Approaches
Fig. 4Relationship between Participants’ VR Integration and Instructional Approaches
Fig. 5Frequency of VR Technology use in Learning and Teaching Process
Fig. 6Availability of IT Personnel in Educational Institutions
| Extent of Agreement | |||||
|---|---|---|---|---|---|
| 1.Strongly disagree | 2. Disagree | 3.Slightly disagree | 4.Slightly agree | 5. Agree | 6. Strongly agree |
| # | Using VR in classroom … | Extent of Agreement | |||||
|---|---|---|---|---|---|---|---|
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| Improves student academic record. | □ | □ | □ | □ | □ | □ |
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| Makes classroom management more difficult. | □ | □ | □ | □ | □ | □ |
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| Promotes the development of communication skills (e.g. writing skills, presentation skills). | □ | □ | □ | □ | □ | □ |
|
| Requires extra resources, time and effort. | □ | □ | □ | □ | □ | □ |
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| Is successful only if there’s adequate teacher training in the use of VR technology in classroom. | □ | □ | □ | □ | □ | □ |
|
| Is successful only if equipment is regularly maintained by IT personnel. | □ | □ | □ | □ | □ | □ |
|
| Is an effective tool for students of all abilities. | □ | □ | □ | □ | □ | □ |
|
| Effective if teachers participate in selection and implementation of VR technology. | □ | □ | □ | □ | □ | □ |
|
| Allows to accommodate individual attributes of students. | □ | □ | □ | □ | □ | □ |
|
| Motivates students to get more involved in learning activities. | □ | □ | □ | □ | □ | □ |
|
| Requires software training, which takes too much time. | □ | □ | □ | □ | □ | □ |
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| Promotes the development of student interpersonal skills. | □ | □ | □ | □ | □ | □ |
|
| Effective only if extensive technical resources are available | □ | □ | □ | □ | □ | □ |
|
| Requires extra time to plan learning activities. | □ | □ | □ | □ | □ | □ |
|
| Improves student learning of critical concepts and ideas. | □ | □ | □ | □ | □ | □ |
|
| Is unreasonable due to the lack of subject-specific software. | □ | □ | □ | □ | □ | □ |