Analysis of the Use of Virtual Reality Technology in Gamified Learning


Creative Commons License

Yengin D., Bayrak T.

Communication and Technology Congress (CTC), İstanbul, Türkiye, 17 Nisan 2019, ss.293-303 identifier

  • Yayın Türü: Bildiri / Tam Metin Bildiri
  • Doi Numarası: 10.7456/ctc_2019_25
  • Basıldığı Şehir: İstanbul
  • Basıldığı Ülke: Türkiye
  • Sayfa Sayıları: ss.293-303
  • Anahtar Kelimeler: Virtual Reality Technology, Gamified Learning, Virtual Education
  • Çanakkale Onsekiz Mart Üniversitesi Adresli: Hayır

Özet

Virtual reality (VR) which is the world's state-of-the-art learning technology, is an innovative way of teaching students anything and increasing their attention. Students enter to an educational adventurous world through special headphones and devices. VR labs that contain this technology, expand the borders of schools, affordably. Cost of research centers such as science laboratories which are today, considered as luxury, decreases by means of VR labs and VR technologies inside those labs. Since VR technology is based on computers which are already present at schools, it is possible to increase students' success on a large scale for every school. The most important gains of VR labs are savings of time and space. Students who use VR as an educational tool, explore unreluctantly, adjust to studies easily and subjects of education quickly. VR systems which provides a real time virtual learning environment, offers simulation scenarios to improve students' problem solving and analytical skills. By means of these systems students will be able to solve problems through researcher and cooperative experimental activities. Scenarios are being developed in accordance with current math and science classes by using games and digital modelling. Students can use these systems to quickly interact with anyone and share their ideas and experiences. VR systems can also help students develop their language skill by encouraging them to participate in discussions, speeches open to general public, live audio communications and broadcastings. For students to receive feedback and have more time will have a positive contribution to their studies. Starting from this point of view VR technology is at the center of the study. By using gamified learning analyze through VR technology, some important data will be presented about the development of VR technology as a new media application of the future.