A Virtual Reality Laboratory for Blended Learning Education: Design, Implementation and Evaluation

dc.contributor.authorAntonelli Dario
dc.contributor.authorChristopoulos Athanasios
dc.contributor.authorLaakso Mikko-Jussi
dc.contributor.authorDagienė Valentina
dc.contributor.authorJuškevičienė Agné
dc.contributor.authorMasiulionytė-Dagienė Vaida
dc.contributor.authorMądziel Maksymilian
dc.contributor.authorStadnicka Dorota
dc.contributor.authorStylios Chrysostomos
dc.contributor.organizationfi=kyberturvallisuusteknologia|en=Cyber Security Engineering|
dc.contributor.organizationfi=oppimisanalytiikan tutkimusinstituutti|en=Turku Research Institute for Learning Analytics|
dc.contributor.organization-code1.2.246.10.2458963.20.73636593326
dc.contributor.organization-code2610304
dc.converis.publication-id179868660
dc.converis.urlhttps://research.utu.fi/converis/portal/Publication/179868660
dc.date.accessioned2025-08-28T00:35:02Z
dc.date.available2025-08-28T00:35:02Z
dc.description.abstract<p>Launched during the pandemic, the EU-funded JANUS project aimed to ensure the continuity of student workshops at universities using a virtual reality (VR) robotics laboratory. With the return to normality, the project has been redesigned to capitalise on the positive outcomes of the experience. The VR lab provides safe and unrestricted access to the labs and experiments with the machines, reducing the consequences of student mistakes and improving the user experience by allowing the experiment to be repeated from different angles, some of which are impossible to access in the real lab. In addition, integration with an interactive learning platform called “ViLLE” allows for continuous assessment of the learning experience. Self-evaluation of the material taught and learned can be integrated with the execution of the exercises that pave the way for Kaizen. Two VR workshops for the blended learning of robotics were developed during the JANUS project. Their evaluation reported favourable responses from the students whose learning performance was indirectly measured.<br></p>
dc.identifier.jour-issn2227-7102
dc.identifier.olddbid205986
dc.identifier.oldhandle10024/189013
dc.identifier.urihttps://www.utupub.fi/handle/11111/38689
dc.identifier.urlhttps://doi.org/10.3390/educsci13050528
dc.identifier.urnURN:NBN:fi-fe2025082787189
dc.language.isoen
dc.okm.affiliatedauthorChristopoulos, Athanasios
dc.okm.affiliatedauthorLaakso, Mikko-Jussi
dc.okm.discipline113 Computer and information sciencesen_GB
dc.okm.discipline516 Educational sciencesen_GB
dc.okm.discipline113 Tietojenkäsittely ja informaatiotieteetfi_FI
dc.okm.discipline516 Kasvatustieteetfi_FI
dc.okm.internationalcopublicationinternational co-publication
dc.okm.internationalityInternational publication
dc.okm.typeA1 ScientificArticle
dc.publisherMDPI
dc.publisher.countrySwitzerlanden_GB
dc.publisher.countrySveitsifi_FI
dc.publisher.country-codeCH
dc.relation.articlenumber528
dc.relation.doi10.3390/educsci13050528
dc.relation.ispartofjournalEducation Sciences
dc.relation.issue5
dc.relation.volume13
dc.source.identifierhttps://www.utupub.fi/handle/10024/189013
dc.titleA Virtual Reality Laboratory for Blended Learning Education: Design, Implementation and Evaluation
dc.year.issued2023

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