2025
Collaborative Immersive Virtual Environments in Geography Education on Climate Zones : A UX Case Study
STŘECHOVÁ, Martina; Michal ČERNÝ; Čeněk ŠAŠINKA; Zdeněk STACHOŇ; Alžběta ŠAŠINKOVÁ et al.Základní údaje
Originální název
Collaborative Immersive Virtual Environments in Geography Education on Climate Zones : A UX Case Study
Autoři
STŘECHOVÁ, Martina; Michal ČERNÝ; Čeněk ŠAŠINKA; Zdeněk STACHOŇ; Alžběta ŠAŠINKOVÁ; František HOLUBEC a Hana ŠVEDOVÁ
Vydání
ISPRS International Journal of Geo-Information, Basel, MDPI, 2025, 2220-9964
Další údaje
Jazyk
angličtina
Typ výsledku
Článek v odborném periodiku
Obor
50301 Education, general; including training, pedagogy, didactics [and education systems]
Stát vydavatele
Švýcarsko
Utajení
není předmětem státního či obchodního tajemství
Odkazy
Impakt faktor
Impact factor: 2.800 v roce 2024
Označené pro přenos do RIV
Ano
Organizační jednotka
Filozofická fakulta
UT WoS
EID Scopus
Klíčová slova anglicky
collaborative immersive virtual environments; eDIVE; education; virtual reality; head-mounted display; human-computer interaction; collaborative learning; immersion; climate zones; Biomes
Příznaky
Recenzováno
Změněno: 23. 2. 2026 11:00, Mgr. Ester Gaja Pučálková, Ph.D.
Anotace
V originále
This study examines students’ experiences with Biomes, a Collaborative Immersive Virtual Environment (CIVE) designed to teach climate zones through virtual reality. The research employed a combination of Research through Design (RtD) methodology and Interpretative Phenomenological Analysis (IPA) to explore how students view their CIVE experience and its perceived impact on learning. 16 students (aged 12–15) participated in structured lessons using Meta Quest 2 headsets, followed by semi-structured focus groups. The analysis yielded three overarching themes: challenges with object manipulation, perceived benefits, and desired additional functionalities. While participants encountered challenges with precise thumbnail placement and grip distance control, they reported high levels of enjoyment, appropriate difficulty levels, and notable knowledge acquisition. The immersive nature of the virtual environment created authentic experiences that traditional classrooms cannot replicate, although perceptions varied by age group, with younger students showing greater enthusiasm. The findings demonstrate that despite technical challenges, CIVEs have the potential to facilitate engaging educational experiences. It is imperative to integrate advanced interaction techniques, incorporate age-specific design elements, and strike a balance between technological innovation and pedagogical efficacy to optimise educational outcomes in virtual reality learning environments, thereby enhancing the effectiveness of future developments in this domain.
Návaznosti
| TL03000346, projekt VaV |
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