Transforming Computer Practice Teaching through Virtual Reality: Trends and Future Directions

Authors

  • Jasim Sharki Ghulam Al Balushi B.Tech Scholar, College of Computing and Information Sciences University of Technology and Applied Sciences Salalah, Sultanate of Oman
  • Suresh Palarimath Assistant Professor, College of Computing and Information Sciences University of Technology and Applied Sciences Salalah, Sultanate of Oman
  • Chithik Raja Mohamed Assistant Professor, College of Computing and Information Sciences University of Technology and Applied Sciences Salalah, Sultanate of Oman
  • Malak Ibrahim Ahmed Al Jabri B.Tech Scholar, College of Computing and Information Sciences University of Technology and Applied Sciences Salalah, Sultanate of Oman
  • Venkateswaran Radhakrishnan Assistant Professor, College of Computing and Information Sciences University of Technology and Applied Sciences Salalah, Sultanate of Oman

Keywords:

Virtual Reality In Education, Computer Practice Teaching, Immersive Learning Environments, AI-Driven Learning, VR-AR Hybrid Systems

Abstract

The integration of Virtual Reality (VR) in computer education has acquired significant momentum due to its ability to provide immersive and interactive learning experiences. This paper analyzes current trends, challenges, and potential advancements in the utilization of virtual reality for practical computer science education. We aim to investigate how virtual reality (VR) enhances experiential learning through key characteristics such as immersion, engagement, and presence, while also examining the influence of emerging technologies like artificial intelligence (AI) and VR-augmented reality (AR) hybrid systems on the progression of personalized learning. We assess the benefits of VR in developing practical skills and critical thinking through a comprehensive analysis of recent advancements in VR hardware, software, and their applications inside a safe, virtual environment. Additionally, we assess the integration of virtual reality (VR) with learning management systems (LMS) and its trans disciplinary applications, as well as ethical concerns regarding accessibility and data protection.

References

P. Dempsey, "The teardown: HTC Vive VR headset," Engineering & Technology, vol. 11, no. 7-8, pp. 80-81, Aug. 2016, Available From: https://ieeexplore.ieee.org/abstract/document/7765292

P. Rosendahl and I. Wagner, "360° videos in education – A systematic literature review on application areas and future potentials," Educ. Inf. Technol., vol. 29, pp. 1319–1355, 2024. Available From: https://shorturl.at/AG6cy

K. Zimmermann, "How automotive companies can prepare for long-term success in a web3 world," accessed Sep. 24, 2024. Available From: https://shorturl.at/TM58P

S. Palarimath, P. Maran, T. K, C. Balakumar, T. Sujatha, and W. B. N. R., "AI-Powered Evolution: Unveiling the Nexus of Artificial Intelligence and Computer Networks," 2024. Available From: https://shorturl.at/c9lJB

iTnews Asia Team, "Super Nintendo World introduces wearable tech and AR interactive experiences," accessed Sep. 24, 2024. Available From: https://shorturl.at/gnn4v

S. Boyer, "A Virtual Failure: Evaluating the Success of Nintendos Virtual Boy," Velvet Light Trap, vol. 64, no. 64, pp. 23–33, 2009. Available from: https://shorturl.at/4koYB

S. Jangra, G. Singh, and A. Mantri, "A Systematic Review of Applications and Tools Used in Virtual Reality and Augmented Reality," ECS Trans., vol. 107, pp. 6781-6788, 2022, Available From: https://doi.org/10.1149/10701.6781ecst

C. S. Sultan, "5 Types of Virtual Reality – Creating A Better Future," accessed Sep. 24, 2024. Available From: https://rextheme.com/types-of-virtual-reality/

I. Camps-Ortueta, L. D. Escolar, and M. F. Blasco López, "New technology in Museums: AR and VR video games are coming," Commun. Soc., vol. 34, no. 2, pp. 193-210, 2021. Available From: https://doi.org/10.15581/003.34.2.193-210

T. M. Connolly, E. A. Boyle, E. MacArthur, T. Hainey, and J. M. Boyle, "A systematic literature review of empirical evidence on computer games and serious games," Comput. Educ., vol. 59, no. 2, pp. 661-686, 2012. Available From: https://doi.org/10.1016/j.compedu.2012.03.004

R. Nacheva and A. Jansone, "Multi-layered Higher Education E-Learning Framework," Balt. J. Mod. Comput., vol. 9, no. 3, 2021, Available From: https://doi.org/10.22364/bjmc.2021.9.3.08

A. Marto and A. Gonçalves, "Augmented Reality Games and Presence: A Systematic Review," J. Imaging, vol. 8, no. 4, p. 91, 2022. Available From: https://doi.org/10.3390/jimaging8040091

R. Stone, "Serious games: virtual reality’s second coming?," Virtual Reality, vol. 13, no. 1–2, 2009. Available From: https://doi.org/10.1007/s10055-008-0109-7

A. Racz and G. Zilizi, "VR Aided Architecture and Interior Design," in Proc. 2018 Int. Conf. Adv. Comput. Commun. Eng. (ICACCE), Paris, France, 2018, pp. 11-16. https://ieeexplore.ieee.org/abstract/document/8441714

"Blender 4.2 LTS," accessed Sep. 24, 2024. [Online]. Available From: https://www.blender.org/

M. Speicher, B. D. Hall, and M. Nebeling, "What is Mixed Reality?," in Proc. 2019 CHI Conf. Hum. Factors Comput. Syst., pp. 1-15, 2019. Available From: https://doi.org/10.1145/3290605.3300767

"Evolve Now Or Become Gaming History: ‘Development of Gaming and it’s years,’" accessed Sep. 24, 2024. [Online]. Available From: https://www.augray.com/blog/history-of-gaming/

J. Brooks, "Promises of the virtual museum," XRDS: Crossroads, The ACM Mag. Students, vol. 25, no. 2, pp. 46-50, 2019. Available From: https://doi.org/10.1145/3301483

S. J. Knell, Museums and the Future of Collecting (2nd ed.), Routledge, 2004. Available From: https://doi.org/10.4324/9781315248561

M. Dumlao, "Immersive Storytelling: Harnessing the Power of VR and 360° Video in Marketing," accessed Sep. 18, 2024. [Online]. Available From: https://shorturl.at/PZrDG

S. Jangra, G. Singh, A. Mantri, and B. Sharma, "Adoption of Virtual Reality in Cultural Heritage and Museum Exhibition," in Proc. 2022 7th Int. Conf. Commun. Electron. Syst. (ICCES), Coimbatore, India, 2022, pp. 1631-1637. Available From: https://ieeexplore.ieee.org/abstract/document/9835979

R. Alkhalidi, "What is Collaborative Virtual Reality," accessed Sep. 24, 2024. Available From: https://blog.simlab-soft.com/what-is-vr-collaboration/

J. S. G. Al Balushi, M. I. A. Al Jabri, S. Palarimath, P. Maran, K. Thenmozhi, and C. Balakumar, "Incorporating Artificial Intelligence Powered Immersive Realities to Improve Learning using Virtual Reality (VR) and Augmented Reality (AR) Technology," in Proc. 2024 3rd Int. Conf. Appl. Artif. Intell. Comput. (ICAAIC), Jun. 2024, pp. 760–765, Available From: https://ieeexplore.ieee.org/abstract/document/10575046

T. D. Aungst and T. L. Lewis, "Potential uses of wearable technology in medicine: lessons learnt from Google Glass," BMJ, vol. 69, no. 10, pp. 1179-1183, 2015. Available From: https://doi.org/10.1111/ijcp.12688

P. Pantelidis et al., "Virtual and Augmented Reality in Medical Education," in Medical and Surgical Education - Past, Present and Future, InTech, 2018. Available From: https://doi.org/10.34197/ats-scholar.2021-0002RE

"Virtual Reality Medical & Healthcare Training," accessed Sep. 24, 2024. Available From: https://archvirtual.com/medical/

S. Palarimath, "Humanoid Robots that can be Used in the Real World," Acta Sci. Comput. Sci., vol. 5, no. 1, pp. 86–87, 2023. Available From: https://www.actascientific.com/ASCS-5-1.php

S. Palarimath, P. Maran, W. B. N.R, T. Sujatha, S. Renuga, and C. R.S, "Exploring the Role of Internet of Things in Wireless Sensor Networks for Industry 4.0 Applications," in Proc. 2024 1st Int. Conf. Pioneering Develop. Comput. Sci. Digit. Technol. (IC2SDT), Delhi, India, 2024, pp. 616-621, Available From: https://ieeexplore.ieee.org/abstract/document/10696702

L. Laskey, "Space games: evaluating game-based virtual reality in higher education," in Proc. 4th Symp. Space Educ. Activities, Universitat Politècnica de Catalunya, 2022. Available From: https://shorturl.at/YxKCo

X. Deng and Z. Yu, "A Systematic Review on the Influence of Virtual Reality on Language Learning Outcomes," Int. J. Online Pedagog. Course Des., vol. 12, no. 1, 2022, Available From: https://shorturl.at/IgCXC

A. M. Al-Ansi, M. Jaboob, A. Garad, and A. Al-Ansi, "Analyzing augmented reality (AR) and virtual reality (VR) recent development in education," Soc. Sci. Humanit. Open, vol. 8, no. 1, Jan. 2023, Available From: https://doi.org/10.1016/j.ssaho.2023.100532

S. Palarimath, P. Maran, T. K., K. V. Shiny, T. Sujatha, and W. B. N. R., "Empowering Breast Cancer Detection with AI: A Modified Support Vector Machine Approach for Improved Classification Accuracy," in Proc. 2024 Int. Conf. Expert Clouds Appl. (ICOECA), Bengaluru, India, 2024, pp. 897-903, Available From: https://ieeexplore.ieee.org/abstract/document/10612521

Downloads

Published

2024-10-03

How to Cite

[1]
Jasim Sharki Ghulam Al Balushi, S. Palarimath, Chithik Raja Mohamed, Malak Ibrahim Ahmed Al Jabri, and Venkateswaran Radhakrishnan, “Transforming Computer Practice Teaching through Virtual Reality: Trends and Future Directions”, IJIRCST, vol. 12, no. 5, pp. 117–126, Oct. 2024.

Similar Articles

<< < 3 4 5 6 7 8 9 > >> 

You may also start an advanced similarity search for this article.