Motivation
Virtual Reality (VR) is increasingly being used in education at Radboud University, especially in practical observation, skills training and work-field orientation. However, developing VR modules is technically and time-intensive, so lecturers often rely on external developers. This limits the further development of already developed material, limiting the effect of inspiring educational innovations. How can lecturers be more effectively supported in developing VR teaching modules?
Hypothesis
The effective use of VR is a powerful form of education, which students find highly valuable and motivating. The use of VR in education has a positive effect on student satisfaction, which is an important factor for motivation.
Desired solution
Jules' voucher aims to effectively use VR as a powerful form of education that motivates students and supports learning objectives. This project focuses on improving the efficiency and sustainability of VR modules so that they best contribute to achieving learning objectives. Using the software CenarioVR, he is developing VR teaching modules for various courses within the Educational Sciences programme.
Plan of action
Jules uses his voucher to purchase a licence for the CenarioVR package. With this application, he develops three VR teaching modules for courses within the Educational Sciences programme. In addition, he creates an informative environment where experiences with technology and problems are shared. Evaluation of the VR pilot takes place in collaboration with subject teachers, using the Educational Design and Technology (EDT) questionnaire and via a standard course evaluation.