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Hjärnstimulans för lärande i VR - en inblick i framtiden för lärande i VR
Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
2023 (Swedish)Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
Abstract [sv]

Genom att analysera tidigare försök till effektivt digitalt lärande och problem som hör därtill så spekulerar vi kring hur detta forskningsområde och denna designyta kan utvecklas i framtiden. Vi simulerar upplevelsen av att studera och lära sig i ett riktigt klassrum, under riktiga omständigheter, virtuellt. I undersökningen har deltagarna fått möjlighet att testa på att, med hjälp av ett VR-headset och applikationen utvecklad i undersökningens syfte, se på två olika videor. Applikationen låter dig se och lyssna på en lektion eller video i ett rum som simulerar ett riktigt klassrum, och kombinerar de digitala funktionerna av att spela in, pausa och hoppa i tidslinjen av innehållet simultant till det fysiska mediet av att klottra. Resultaten visar på att deltagarna kommit ihåg mer information under tiden de fått möjligheten att klottra än de gjorde i samma upplevelse utan ett simulerat fysiskt medium, oavsett innehållet av klottrandet eller vad det har föreställt.

Abstract [en]

By analyzing past attempts at streamlined digital teaching and learning, and the problems therewith, we speculate as to the future of this field and the path of its development. We simulate the experience of studying and learning in a real classroom, under real circumstances, virtually. Participants have been given the opportunity to, with the help of a VR-headset and the application developed for the purpose of this research, look at two separate videos. The application allows you to watch and listen to a lesson or a video in a room simulating a real classroom, and it combines the digital functionality of recording, pausing and jumping in the timeline of the content, while simultaneously being offered the physical medium of doodling. Results show that participants have had a better recollection of the content during which they were doodling than that during which they were not, regardless of the content of the doodling or what it depicts.

Place, publisher, year, edition, pages
2023. , p. 17
Keywords [sv]
VR, Teaching, Doodling, Focus, Learning, Digital, Learning Methodology, Teaching in VR, Keeping Focus
National Category
Interaction Technologies
Identifiers
URN: urn:nbn:se:bth-25901OAI: oai:DiVA.org:bth-25901DiVA, id: diva2:1827421
Subject / course
ME1603 Bachelor's Thesis in Media Technology; ME1603 Bachelor's Thesis in Media Technology
Educational program
MEGDP Digital Visual Production; MEGDD Design of Digital Games
Supervisors
Examiners
Available from: 2024-02-01 Created: 2024-01-13 Last updated: 2024-02-01Bibliographically approved

Open Access in DiVA

Hjärnstimulans för lärande i VR - en inblick i framtiden för lärande i VR(416 kB)14 downloads
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File name FULLTEXT02.pdfFile size 416 kBChecksum SHA-512
4c40d1eb7a5d5e8fde643e230bcac417b75d6038f9738d6bc9df59143a4f07b038951203e46a73bf8497349f1327d17834bf1dcfdfebc2af05da01d0c48674d6
Type fulltextMimetype application/pdf

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CiteExportLink to record
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Citation style
  • apa
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Output format
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