Araştırma Makalesi
BibTex RIS Kaynak Göster

Eğitimde Metaverse ve Uygulamaları Hakkında Bir Araştırma

Yıl 2022, Cilt: 9 Sayı: 4, 1424 - 1430, 31.12.2022
https://doi.org/10.31202/ecjse.1135616

Öz

Bilgisayarların artan işlem gücü ve üretim maliyetlerinin düşüşü, sanal gerçeklik teknolojisinin gelişimine olanak sağlamıştır. Böylelikle eğitimden askeriyeye birçok alanda sanal gerçeklik kullanımında artış görülmüştür. 2020 yılında yaşanan pandemiden dolayı çevrimiçi eğitime geçilmesiyle birlikte, öğrencilerin ve eğitimcilerin, karşılıklı etkileşim sağlayabileceği bir eğitim yöntemi ihtiyacı doğmuştur. Geçmişten günümüze yapılan çalışmalarda sanal gerçeklik uygulamalarının entegrasyonunun artması ile kullanıcı deneyimleri de artmıştır. Artan kullanıcı deneyimi ile eğitimde kullanım alanları ilköğretimden üniversiteye kadar farklı eğitim seviyelerini kapsamaktadır. Bu çalışmada, eğitimde uygulanan çeşitli sanal gerçeklik uygulamaları incelenmiş olup sanal gerçeklik teknolojisinin eğitimde kullanım şekilleri, yararları ve öğrenci performansına katkıları ele alınmıştır. Yapılan bu inceleme ve sonuçların alanda geliştirilecek uygulamalara yol göstermesi amaçlanmaktadır.

Kaynakça

  • [1]. Heilig M., Sensorama Simulator, 1962, Patent No: US 3,050,870.
  • [2]. Comeau C., Headsight television system provides remote surveillance, Electronics, 1961, 86-90.
  • [3]. Virtual R. S., History of virtual reality, https://www.vrs.org.uk/virtual-reality/history.html.
  • [4]. Fowle K., “The Vanguard of Virtual Reality: An Embarrassing Arcade Game.” The Atlantic, 2015.
  • [5]. Oculus R., Step Into the Game Kickstarter, https://www.kickstarter.com/projects/1523379957/oculus-rift-step-into-the-game, Erisim Tarihi: 15.11.2022.
  • [6]. Facebook M., Facebook to Acquire Oculus. Meta, 2019. https://about.fb.com/news/2014/03/facebook-to-acquire-oculus/, Erisim Tarihi: 09.11.2022.
  • [7]. Google C.. Google Cardboard, https://arvr.google.com/cardboard/, Erisim Tarihi: 10.11.2022.
  • [8]. Gear V., How Samsung makes Virtual Reality a Reality. Samsung, https://news.samsung.com/global/gear-vr-how-samsung-makes-virtual-reality-a-reality.
  • [9]. Byford S., Sony reveals Project Morpheus, its VR headset for PlayStation 4, The Verge, 2014. https://www.theverge.com/2014/3/18/5523984/sony-reveals-project-morpheus-its-vr-system-for-ps4, Erisim Tarihi: 10.11.2022.
  • [10]. Facebook M., Oculus Go & Quest, Oculus, https://www.oculus.com, Erisim Tarihi: 08.10.2022.
  • [11]. Ferhat S., Dijital dünyanın gerçekliği, gerçek dünyanın sanallığı bir dijital medya ürünü olarak sanal gerçeklik, Trt Akademi, 2016, 1(2), 724-746.
  • [12]. Htc V.. VIVE - VR Headsets, Games, and Metaverse Life | United States https://www.vive.com/us/, Erisim Tarihi: 09.10.2022
  • [13]. Mertz L., Virtual reality pioneer tom furness on the past, present, and future of VR in health care., IEEE pulse, 2019, 10(3), 9-11.
  • [14]. Azuma R. T., A survey of augmented reality. Presence: teleoperators & virtual environments, 1997, 6(4), 355-385.
  • [15]. Hodgson P., Lee V. W., Chan J., Fong A., Tang C. S., Chan L., & Wong C. Immersive virtual reality (IVR) in higher education: Development and implementation., In Augmented reality and virtual reality, 2019, 161-173.
  • [16]. Makransky G., Andreasen N. K., Baceviciute S., & Mayer R. E. Immersive virtual reality increases liking but not learning with a science simulation and generative learning strategies promote learning in immersive virtual reality., Journal of Educational Psychology, 2021, 113(4), 719.
  • [17]. Checa D., & Bustillo A. A review of immersive virtual reality serious games to enhance learning and training., Multimedia Tools and Applications, 2020, 79(9), 5501-5527.
  • [18]. Heaney D., Original Oculus Quest Will Get Hand Tracking 2.0 Update., UploadVR, https://uploadvr.com/original-oculus-quest-hand-tracking-2-0
  • [19]. Demitriadou E., Stavroulia K. E., & Lanitis A., Comparative evaluation of virtual and augmented reality for teaching mathematics in primary education., Education and Information Technologies, 2020, 25(1), 381-401.
  • [20]. Liu R., Wang L., Lei J., Wang Q., & Ren Y. Effects of an immersive virtual reality‐based classroom on students’ learning performance in science lessons., British Journal of Educational Technology, 2020, 51(6), 2034-2049.
  • [21]. Abdüsselam M. S., Teachers' and students' views on using augmented reality environments in physics education: 11th grade magnetism topic example., Pegem Journal of Education and Instruction, 2014, 4(1), 59-74.
  • [22]. Wu M. H., The applications and effects of learning English through augmented reality: A case study of Pokemon Go [Paper presentation]., Computer Assisted Language Learning, 2019, 1-35.
  • [23]. Wang P., Wu P., Wang J., Chi H. L., & Wang X. A critical review of the use of virtual reality in construction engineering education and training., International Journal of environmental research and public health, 2018, 15(6), 1204.
  • [24]. Carruth D. W., Virtual reality for education and workforce training., In 2017 15th International Conference on Emerging eLearning Technologies and Applications (ICETA), 2017, 1-6.
  • [25]. Guerrero-Mosquera L. F., Gómez D., & Thomson P., Development of a virtual earthquake engineering lab and its impact on education., Dyna, 2018, 85(204), 9-17.
  • [26]. Travassos Valdez M., Machado Ferreira C., Martins M. J. M., & Barbosa F. M., Virtual labs in electrical engineering education-The VEMA environment., 2014, 1-5.
  • [27]. Gargrish S., Mantri A., & Kaur D. P., Augmented reality-based learning environment to enhance teaching-learning experience in geometry education., Procedia Computer Science, 2020, 172, 1039-1046.
  • [28]. Yoganathan S., Finch D. A., Parkin E., & Pollard J., 360 virtual reality videos for the acquisition of knot tying skills: a randomised controlled trial., International Journal of Surgery, 2018, 54, 24-27.
  • [29]. Peden R. G., Mercer R., & Tatham A. J. The use of head-mounted display eyeglasses for teaching surgical skills: a prospective randomised study., International Journal of Surgery, 2016, 34, 169-173.
  • [30]. Wu T. S., Dameff C. J., & Tully J. L., Ultrasound-guided central venous access using Google Glass, The Journal of emergency medicine, 2014, 47(6), 668-675.
  • [31]. Price M. F., Tortosa D. E., Fernandez-Pacheco A. N., Alonso N. P., Madrigal J. J. C., Melendreras-Ruiz R., & Rodriguez L. J., Comparative study of a simulated incident with multiple victims and immersive virtual reality, Nurse Education Today, 2018, 71, 48-53.
  • [32]. Stepan, K., Zeiger, J., Hanchuk, S., Del Signore, A., Shrivastava, R., Govindaraj, S., & Iloreta, A., Immersive virtual reality as a teaching tool for neuroanatomy., In International forum of allergy & rhinology, 2017, 1006-1013.
  • [33]. Ekstrand C., Jamal A., Nguyen R., Kudryk A., Mann J., & Mendez I., Immersive and interactive virtual reality to improve learning and retention of neuroanatomy in medical students: a randomized controlled study., Canadian Medical Association Open Access Journal, 2018, 6(1), E103-E109.
  • [34]. Dunnagan C. L., Dannenberg D. A., Cuales M. P., Earnest A. D., Gurnsey R. M., & Gallardo-Williams M. T., Production and evaluation of a realistic immersive virtual reality organic chemistry laboratory experience: infrared spectroscopy., 2019, 258-262.

Eğitimde Metaverse ve Uygulamaları Hakkında Bir Araştırma

Yıl 2022, Cilt: 9 Sayı: 4, 1424 - 1430, 31.12.2022
https://doi.org/10.31202/ecjse.1135616

Öz

Bilgisayarların artan işlem gücü ve üretim maliyetlerinin düşüşü, sanal gerçeklik teknolojisinin gelişimine olanak sağlamıştır. Böylelikle eğitimden askeriyeye birçok alanda sanal gerçeklik kullanımında artış görülmüştür. 2020 yılında yaşanan Covid-19 pandemisi nedeniyle çevrimiçi eğitime geçilmesiyle birlikte, öğrencilerin ve eğitimcilerin, karşılıklı etkileşim sağlayabileceği bir eğitim yöntemi ihtiyacı doğmuştur. Geçmişten günümüze yapılan çalışmalarda sanal gerçeklik uygulamalarının entegrasyonunun artması ile kullanıcı deneyimleri de artmıştır. Artan kullanıcı deneyimi ile eğitimde kullanım alanları ilköğretimden üniversiteye kadar farklı eğitim seviyelerini kapsamaktadır. Bu çalışmada, eğitimde uygulanan çeşitli sanal gerçeklik uygulamaları incelenmiş olup sanal gerçeklik teknolojisinin eğitimde kullanım şekilleri, yararları ve öğrenci performansına katkıları ele alınmıştır. Yapılan bu incelemenin ve sonuçların alanda geliştirilecek uygulamalara yol göstermesi amaçlanmaktadır.

Kaynakça

  • [1]. Heilig M., Sensorama Simulator, 1962, Patent No: US 3,050,870.
  • [2]. Comeau C., Headsight television system provides remote surveillance, Electronics, 1961, 86-90.
  • [3]. Virtual R. S., History of virtual reality, https://www.vrs.org.uk/virtual-reality/history.html.
  • [4]. Fowle K., “The Vanguard of Virtual Reality: An Embarrassing Arcade Game.” The Atlantic, 2015.
  • [5]. Oculus R., Step Into the Game Kickstarter, https://www.kickstarter.com/projects/1523379957/oculus-rift-step-into-the-game, Erisim Tarihi: 15.11.2022.
  • [6]. Facebook M., Facebook to Acquire Oculus. Meta, 2019. https://about.fb.com/news/2014/03/facebook-to-acquire-oculus/, Erisim Tarihi: 09.11.2022.
  • [7]. Google C.. Google Cardboard, https://arvr.google.com/cardboard/, Erisim Tarihi: 10.11.2022.
  • [8]. Gear V., How Samsung makes Virtual Reality a Reality. Samsung, https://news.samsung.com/global/gear-vr-how-samsung-makes-virtual-reality-a-reality.
  • [9]. Byford S., Sony reveals Project Morpheus, its VR headset for PlayStation 4, The Verge, 2014. https://www.theverge.com/2014/3/18/5523984/sony-reveals-project-morpheus-its-vr-system-for-ps4, Erisim Tarihi: 10.11.2022.
  • [10]. Facebook M., Oculus Go & Quest, Oculus, https://www.oculus.com, Erisim Tarihi: 08.10.2022.
  • [11]. Ferhat S., Dijital dünyanın gerçekliği, gerçek dünyanın sanallığı bir dijital medya ürünü olarak sanal gerçeklik, Trt Akademi, 2016, 1(2), 724-746.
  • [12]. Htc V.. VIVE - VR Headsets, Games, and Metaverse Life | United States https://www.vive.com/us/, Erisim Tarihi: 09.10.2022
  • [13]. Mertz L., Virtual reality pioneer tom furness on the past, present, and future of VR in health care., IEEE pulse, 2019, 10(3), 9-11.
  • [14]. Azuma R. T., A survey of augmented reality. Presence: teleoperators & virtual environments, 1997, 6(4), 355-385.
  • [15]. Hodgson P., Lee V. W., Chan J., Fong A., Tang C. S., Chan L., & Wong C. Immersive virtual reality (IVR) in higher education: Development and implementation., In Augmented reality and virtual reality, 2019, 161-173.
  • [16]. Makransky G., Andreasen N. K., Baceviciute S., & Mayer R. E. Immersive virtual reality increases liking but not learning with a science simulation and generative learning strategies promote learning in immersive virtual reality., Journal of Educational Psychology, 2021, 113(4), 719.
  • [17]. Checa D., & Bustillo A. A review of immersive virtual reality serious games to enhance learning and training., Multimedia Tools and Applications, 2020, 79(9), 5501-5527.
  • [18]. Heaney D., Original Oculus Quest Will Get Hand Tracking 2.0 Update., UploadVR, https://uploadvr.com/original-oculus-quest-hand-tracking-2-0
  • [19]. Demitriadou E., Stavroulia K. E., & Lanitis A., Comparative evaluation of virtual and augmented reality for teaching mathematics in primary education., Education and Information Technologies, 2020, 25(1), 381-401.
  • [20]. Liu R., Wang L., Lei J., Wang Q., & Ren Y. Effects of an immersive virtual reality‐based classroom on students’ learning performance in science lessons., British Journal of Educational Technology, 2020, 51(6), 2034-2049.
  • [21]. Abdüsselam M. S., Teachers' and students' views on using augmented reality environments in physics education: 11th grade magnetism topic example., Pegem Journal of Education and Instruction, 2014, 4(1), 59-74.
  • [22]. Wu M. H., The applications and effects of learning English through augmented reality: A case study of Pokemon Go [Paper presentation]., Computer Assisted Language Learning, 2019, 1-35.
  • [23]. Wang P., Wu P., Wang J., Chi H. L., & Wang X. A critical review of the use of virtual reality in construction engineering education and training., International Journal of environmental research and public health, 2018, 15(6), 1204.
  • [24]. Carruth D. W., Virtual reality for education and workforce training., In 2017 15th International Conference on Emerging eLearning Technologies and Applications (ICETA), 2017, 1-6.
  • [25]. Guerrero-Mosquera L. F., Gómez D., & Thomson P., Development of a virtual earthquake engineering lab and its impact on education., Dyna, 2018, 85(204), 9-17.
  • [26]. Travassos Valdez M., Machado Ferreira C., Martins M. J. M., & Barbosa F. M., Virtual labs in electrical engineering education-The VEMA environment., 2014, 1-5.
  • [27]. Gargrish S., Mantri A., & Kaur D. P., Augmented reality-based learning environment to enhance teaching-learning experience in geometry education., Procedia Computer Science, 2020, 172, 1039-1046.
  • [28]. Yoganathan S., Finch D. A., Parkin E., & Pollard J., 360 virtual reality videos for the acquisition of knot tying skills: a randomised controlled trial., International Journal of Surgery, 2018, 54, 24-27.
  • [29]. Peden R. G., Mercer R., & Tatham A. J. The use of head-mounted display eyeglasses for teaching surgical skills: a prospective randomised study., International Journal of Surgery, 2016, 34, 169-173.
  • [30]. Wu T. S., Dameff C. J., & Tully J. L., Ultrasound-guided central venous access using Google Glass, The Journal of emergency medicine, 2014, 47(6), 668-675.
  • [31]. Price M. F., Tortosa D. E., Fernandez-Pacheco A. N., Alonso N. P., Madrigal J. J. C., Melendreras-Ruiz R., & Rodriguez L. J., Comparative study of a simulated incident with multiple victims and immersive virtual reality, Nurse Education Today, 2018, 71, 48-53.
  • [32]. Stepan, K., Zeiger, J., Hanchuk, S., Del Signore, A., Shrivastava, R., Govindaraj, S., & Iloreta, A., Immersive virtual reality as a teaching tool for neuroanatomy., In International forum of allergy & rhinology, 2017, 1006-1013.
  • [33]. Ekstrand C., Jamal A., Nguyen R., Kudryk A., Mann J., & Mendez I., Immersive and interactive virtual reality to improve learning and retention of neuroanatomy in medical students: a randomized controlled study., Canadian Medical Association Open Access Journal, 2018, 6(1), E103-E109.
  • [34]. Dunnagan C. L., Dannenberg D. A., Cuales M. P., Earnest A. D., Gurnsey R. M., & Gallardo-Williams M. T., Production and evaluation of a realistic immersive virtual reality organic chemistry laboratory experience: infrared spectroscopy., 2019, 258-262.
Toplam 34 adet kaynakça vardır.

Ayrıntılar

Birincil Dil İngilizce
Konular Mühendislik
Bölüm Makaleler
Yazarlar

Muhammed Fatih Şentürk 0000-0002-3764-2264

Zeynep Gürkaş Aydın 0000-0002-4125-0589

Muhammed Ali Aydın 0000-0002-1846-6090

Yayımlanma Tarihi 31 Aralık 2022
Gönderilme Tarihi 25 Haziran 2022
Kabul Tarihi 4 Aralık 2022
Yayımlandığı Sayı Yıl 2022 Cilt: 9 Sayı: 4

Kaynak Göster

IEEE M. F. Şentürk, Z. Gürkaş Aydın, ve M. A. Aydın, “Eğitimde Metaverse ve Uygulamaları Hakkında Bir Araştırma”, El-Cezeri Journal of Science and Engineering, c. 9, sy. 4, ss. 1424–1430, 2022, doi: 10.31202/ecjse.1135616.
Creative Commons License El-Cezeri is licensed to the public under a Creative Commons Attribution 4.0 license.
88x31.png