The value of field trips is undisputed across disciplines. Field-site visits whether in social or physical sciences provide grounding for place- and discovery-based learning. Yet field trips have ...limitations that can now be overcome by the promise of immersive technologies that can improve quality and accessibility. This promise is twofold: First, we can harness advancements made in sensing technologies to create immersive experiences of places across the earth efficiently; second, we can provide detailed empirical evaluations on immersive learning and quantify educational value. We report on a study that splits an introductory geosciences course into two groups with one group experiencing a traditional field trip, while a second group visits the same site virtually, immersing the students in the site using a head-mounted device. Results show the advantages of virtual field trips (VFTs) concerning enjoyment, learning experience, and actual lab scores. We embed the discussion of these results into a more general assessment of the advantages of VFTs and a taxonomy of VFTs as a basis for future studies.
This study describes and investigates the immersion principle in multimedia learning. A sample of 102 middle school students took a virtual field trip to Greenland via a head mounted display (HMD) or ...a 2D video as an introductory lesson within a 6-lesson inquiry-based climate change intervention. The HMD group scored significantly higher than the video group on presence (
d
= 1.43), enjoyment (
d
= 1.10), interest (
d
= .57), and retention in an immediate (
d
= .61) and delayed posttest (
d
= .70). A structural equation model indicated that enjoyment mediated the pathway from instructional media to immediate posttest, and interest mediated the pathway from instructional media to delayed posttest score, indicating that these factors may play different roles in the learning process with immersive media. This work contributes to the cognitive affective model of immersive learning, and suggests that immersive lessons can have positive longitudinal effects for learning.
Abstrak: Tujuan dari penelitian ini untuk mengembangkan Virtual Field Trip berbasis Education for Sustainable Development (ESD) dalam bentuk aplikasi sebagai perangkat pembelajaran peserta didik. ...Pengembangan VFT menggunakan jenis penelitian yaitu penelitian dan pengembangan melalui tahapan (1) pengumpulan data, (2) desain produk, (3) validasi produk, (4) uji coba terbatas secara internal, (5) uji coba terbatas kepada peserta didik, (6) teknik analisis data. Teknik pengumpulan data diantaranya observasi, wawancara dan Focus Group Discussion (FGD) serta penilaian dari para ahli. Teknik analisis data diantaranya, reduksi, penyajian data dan kesimpulan. Hasil validasi produk oleh beberapa ahli menunjukkan bahwa aplikasi masih memerlukan perbaikan berupa pengurangan atau penambahan fitur. Maka, peneliti akan melakukan perbaikan pada produk sesuai saran dari para ahli, untuk menghasilkan produk yang layak digunakan. Pengembangan produk VFT sebagai sarana belajar mandiri peserta didik kapan saja dan dimana saja, tanpa batas ruang dan waktu. Abstract: The purpose of this research is to develop a Virtual Field Trip based on Education for Sustainable Development (ESD) in the form of applications as a learning device for learners. VFT development uses the type of research and development through stages (1) data collection, (2) product design, (3) product validation, (4) internally limited trials, (5) limited trials to learners, (6) data analysis techniques. Data collection techniques include observation, interview and Focus Group Discussion (FGD) and assessments from experts. Data analysis techniques include, reduction, presentation of data and conclusions. Product validation results by some experts show that the application still needs improvements in the form of reductions or additions to features. So, researchers will make improvements to the product according to the advice of experts, to produce a product that is worth using. VFT product development as a means of self-learning learners anytime and anywhere, without the limits of space and time.
It is important for students who learn history to have the skills to think, read and analyze historical sources because past events can only be reconstructed and understood from these numerous ...resources. Various media methods are needed to support the development of these skills, especially in online learning. Therefore, this research aims to create a virtual field trip (VFT) based history learning media to help students improve their thinking skills using primary source evidence. It was carried out by using the research and development (R&D) method consisting of four stages, namely analysis, designs, conducting trials, and testing media effectiveness. The sample subjects consisted of six teams as expert validators, seven history teachers, 70 and 280 Class X students who assessed the product's practicality and determined the developed media's effectiveness. Data were collected through expert validation, student and teacher response questionnaire sheets, as well as description exams. The level of validity and practicality of the medium were determined using descriptive analysis, while the N-Gain approach evaluated the media's effectiveness. The expert validation result is very good, with an average score of 3.77. The teacher and student response tests showed an average score of 4.67, indicating that the VFT medium is practical for learning history. The N-Gain value of 72% showed that the students' abilities to use primary source evidence are increasing. Therefore, using VFT based history classes to develop explanation skills using primary source evidence is feasible, practical, and useful.
This study examines hospitality management students' expectations and acquisition of knowledge and skills through the use of a Virtual Field Trip (VFT) platform. In total 135 students in Australia ...responded to pre- and post- open-ended questionnaires. The pre-questionnaire sought students' expectations of knowledge and skill acquisition, whereas the post-questionnaire sought their perceptions of actual acquisition of knowledge and skill after engagement with the VFT. The empirical material was thematically analyzed using the textual analysis program Leximancer, facilitating an iterative process moving between codes and participants' responses. Concept maps were generated thus visualizing thematic relationships. Findings reveal VFT provides a technology-enhanced solution to practice-based knowledge and employability skill acquisition that is successful in supporting assessment tasks and enhancing learning outcomes. Students also reported improvements in their knowledge about the functioning of hotels and an increase in their abilities to operationalize food and beverage systems after using the VFT. Hence, VFT can be an effective technological learning tool for the acquisition of knowledge and skills in hospitality and other fields.
This study aims to determine the effect of M-VGFT media on students' Complex Problem Solving and Spatial Intelligence abilities. Quasi-experimental research with post-test-only group design method. ...The design used two experimental groups with a purposive or judgment sampling method considering the average class value. X.2 Social Science group (14 boys and 20 girls), X.3 Social Science group (17 boys and 17 girls), and X.4 Social Science (17 boys and 17 girls). The subjects of this study were first-year high school students in the even semester of the 2021/2022 academic year. Hypothesis testing using independent sample t-test to determine the effect of M-VGFT media on the ability of students' Complex Problem Solving and Spatial Intelligence in the subject of Geography on Volcanism. The results showed a significant influence between M-VGFT media on students' Complex Problem Solving Ability and Spatial Intelligence in Madrasah Aliah Negeri Baru. However, there are differences in the influence between male and female students on the two variables.
In times of the COVID-19 pandemic, teachers on all levels have had to adapt to an online or hybrid teaching environment. People in geography, a discipline that traditionally values field trips to ...connect theory to practice, have had to find online alternatives for educational activities that normally would have taken place in the field. This has led to several innovative practices, which, however, have only to a limited degree been purposively tested for efficacy because of the ad-hoc, enforced nature of the required changes. This project deals with this issue by studying, through student workshops dealing with the creation of online didactic walking routes in two cities, how students can obtain specific geographical competences such as interpreting different historical layers that collectively shape the current urban fabric through online cartography. We found that students reported clear improvements in geographical reasoning skills, regarding both GIS and heritage interpretation. There were no clear patterns regarding the role of familiarity with the studied city for the quality of the produced story maps. On final reflection, we argue that online cartographic exercises are a valuable addition to the geographers' educational toolkit to bounce forward to a more resilient, reflective educational practice after the pandemic.
The coronavirus disease 2019 pandemic saw many restrictions on the provision of emergency medical service (EMS) training through actual field trips (AFTs), requiring a search for alternatives. This ...study aimed to assess trainees' reactions to virtual field trips (VFTs) and determine the characteristics of instructional design for successful VFTs using edited videos and expert interviews.
This study evaluated Uzbekistan trainees' reactions to the VFT of EMS training using questionnaires in three categories: satisfaction, relevance, and engagement. Factors of satisfaction and dissatisfaction were identified through open-ended questions.
A total of 286 trainees responded to the survey during 15 educational sessions conducted from 2020 to 2022. The trainees' responses to the VFT were positive. Overall mean scores were 4.65±0.49, 4.63±0.50, and 4.63±0.50 out of 5 points for satisfaction, relevance, and engagement, respectively. The trainees reported that the most interesting and helpful videos concerned the introduction of an EMS training curriculum and the observation of training facilities, such as the simulation centers of educational institutes. The leading causes of satisfaction were (1) authenticity of the VFTs, (2) easy-to-understand content, and (3) relevance to the job. The trainees suggested that Uzbek or Russian voice-overs would be better than subtitles in the video clip for focusing on VFT.
In situations where AFTs are not available, VFTs using edited videos and expert interviews are a good alternative to EMS education. Based on these results, it is possible that AFTs could be replaced by VFTs using qualified videos with designed instructions as a distance learning method under specific conditions.
This paper presents the design, implementation, and evaluation of VR-EX, a combination of a virtual field trip and a serious game in immersive virtual reality. The application’s purpose is the ...communication of research conducted in the Mont Terri underground research laboratory in Switzerland. VR-EX enables users to actively attend electrical resistivity tomography measurements within a geological experiment, from planning to execution to analysis of the results, and in this way implements an active and playful learning approach. The work conducted in underground research laboratories has a high relevance for society as it contributes to research on the final disposal of nuclear waste. Therefore, the active communication of research methodology and results is crucial to increase understanding of scientific processes and boost interest. VR-EX was evaluated in a user study with 35 participants to measure its overall quality and its effectiveness of the knowledge transfer. Taking the evaluation’s qualitative results into account, the application was improved in an iterative process. Overall, the results prove the good quality of the application and its high effectiveness in terms of knowledge transfer. The reported high engagement, joy, and immersion indicate the benefits of employing immersive virtual reality for vivid science communication.