VR-based effectiveness calculation for teaching and learning module: 360-degree video-based analysis

The growth of the virtual classroom during and after COVID-19 is tremendous. Nowadays virtual classrooms means for posting 2D videos and lecture content, again it deals with passive learning. We suggested student immersion experiences as a sort of active learning. The aforementioned immersive strate...

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Hauptverfasser: Bharathy, C., Venkataraman, V., Raajan, N. R.
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Venkataraman, V.
Raajan, N. R.
description The growth of the virtual classroom during and after COVID-19 is tremendous. Nowadays virtual classrooms means for posting 2D videos and lecture content, again it deals with passive learning. We suggested student immersion experiences as a sort of active learning. The aforementioned immersive strategy gives additional focus to both in-person and online classes. 360-degree videos give its viewers an immersive experience. For instance, if a teacher were to describe the aircraft’s components to 20 students, each student’s experience might be different. The total duration of this mode is 45 minutes, Thus, when the identical process is recorded using a 360-degree camera and subsequently exported for exploration in a VR headset with a duration of 3 minutes (approx.), all students will undoubtedly have the same experiences and receive the same information. Students experience a first-person perspective and acquire new knowledge. This study also highlights the learning outcomes of students who received virtual reality instruction against traditional instruction. This kind of digitalization will bridge the industry and eliminate the disparity in education institutions.
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subjects Classrooms
Digitization
Learning
Students
Two dimensional analysis
Video
Virtual reality
title VR-based effectiveness calculation for teaching and learning module: 360-degree video-based analysis
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