Please use this identifier to cite or link to this item: http://dx.doi.org/10.18419/opus-11795
Authors: Guo, Qi
Title: User experience with the technology of virtual reality in the context of training and learning in vocational education
Issue Date: 2021
metadata.ubs.publikation.typ: Dissertation
metadata.ubs.publikation.seiten: XXII, 182
URI: http://nbn-resolving.de/urn:nbn:de:bsz:93-opus-ds-118129
http://elib.uni-stuttgart.de/handle/11682/11812
http://dx.doi.org/10.18419/opus-11795
Abstract: The virtual reality (VR) technology, with its features of simulation, interaction, and gamification, as well as the various technical aspects of input and output for movements and feedback, provides learners in the VR training and learning environment with the perception of immersion, spatial presence, and flow experience. Based on the theoretical research findings in terms of the learning processes and the learning motivation, the design and development of a VR training and learning environment should adhere to the principles of the UX design and the didactical design. This presented research focuses on the generation of an explanatory and description knowledge about user experience with virtual reality technology in the context of training and learning in virtual environments. Based on the current development of VR technology, as well as the significant application areas, two empirical studies (VILA and VPSL) on the user experience of learners and (prospective) teachers with different types of virtual reality technologies in the field of vocational education are conducted. To test the user experience in the virtual reality training and learning environment, several aspects related to the user experience will be analyzed, including usability of the application, spatial presence, learning motivation, and flow experience of the students. Based on the literature review, the empirical studies, as well as practical experience in the development of the VR training and learning environments, the recommendations for the design, development, evaluation, and implementation of the VR training and learning environments are discussed. With regards to the further implementation of the applications, the requirements from the technological, administrative, and didactical perspectives are discussed. The limitations in the current research, as well as the directions for further research, are outlined.
Appears in Collections:10 Fakultät Wirtschafts- und Sozialwissenschaften

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