Please use this identifier to cite or link to this item: http://hdl.handle.net/10397/107587
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dc.contributorDepartment of Management and Marketingen_US
dc.creatorKo, Aen_US
dc.date.accessioned2024-07-04T03:35:04Z-
dc.date.available2024-07-04T03:35:04Z-
dc.identifier.isbn978-84-09-62938-1en_US
dc.identifier.urihttp://hdl.handle.net/10397/107587-
dc.language.isoenen_US
dc.publisherInternational Academy of Technology, Education and Developmenten_US
dc.rightsPosted with permission of the publisher.en_US
dc.rights© Copyright 2024, IATED Academy. This work is subject to copyright. All rights reserved.en_US
dc.rightsThe following paper A. Ko (2024) Virtual reality in a synchronous classroom : a study of learners’ immersive experience in the application of HiVE and Meta Quest 3, EDULEARN24 Proceedings, pp. 10446-10449 is available at https://library.iated.org/view/KO2024VIR.en_US
dc.subjectActive learningen_US
dc.subjectHigher educationen_US
dc.subjectHybrid Immersiveen_US
dc.subjectImmersive experienceen_US
dc.subjectMeta Quest 3en_US
dc.subjectReality Environmenten_US
dc.subjectUndergraduate studentsen_US
dc.subjectVirtual realityen_US
dc.titleVirtual reality in a synchronous classroom : a study of learners’ immersive experience in the application of HiVE and Meta Quest 3en_US
dc.typeConference Paperen_US
dc.identifier.spage10446en_US
dc.identifier.epage10449en_US
dc.identifier.doi10.21125/edulearn.2024en_US
dcterms.abstractVirtual Reality (VR) is a contemporary immersive approach to classroom learning. It has gained more and more applications in the teaching and learning landscape such as training students in the medical, healthcare, and aviation sectors. A study found that virtual reality improved medical students’ learning motivation and learning competency (Sattar et al., 2019). More and more literature has also studied different outcome variables of virtual reality applications. However, limited research examines the effectiveness of adopting different modalities when projecting 360 videos in VR settings. Given the increasing application of Hybrid Immersive Reality Environment (HiVE) in teaching and learning, and the improved functions and affordability of wireless head-mounted devices, such as Meta Quest 3, this study aimed to explore learners’ immersive experience by comparing their sense of presence among these modalities. Presence is “defined as the subjective experience of being in one place or environment, even when one is physically situated in another” (Witmer & Singer, 1998, p. 225). In a synchronous classroom environment, business school undergraduate students in Hong Kong were surveyed using a questionnaire to examine their sensation of being there. The results provide implications for the effectiveness of the application of HiVE and Meta Quest 3 in immersive virtual environments. Instructors can better utilize different modalities to design and develop pedagogical models to achieve students' learning outcomes and promote active learning.en_US
dcterms.accessRightsopen accessen_US
dcterms.bibliographicCitationEDULEARN24 Proceedings : 16th International Conference on Education and New Learning Technologies, Palma, Spain. 1-3 July, 2024, p. 10446-10449en_US
dcterms.issued2024-
dc.relation.ispartofbookEDULEARN24 Proceedings : 16th International Conference on Education and New Learning Technologies, Palma, Spain. 1-3 July, 2024en_US
dc.description.validate202407 bcchen_US
dc.description.oaAccepted Manuscripten_US
dc.identifier.FolderNumbera2884-
dc.identifier.SubFormID48641-
dc.description.fundingSourceSelf-fundeden_US
dc.description.pubStatusPublisheden_US
dc.description.oaCategoryPublisher permissionen_US
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