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Tesis y Tesistas 2020 - Postgrado - Fac. de Informática - UNLP

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MAESTRÍA

TECNOLOGÍA INFORMÁTICA

APLICADA EN EDUCACIÓN

Mg. Yesica Soledad

Chirinos Delfino

e-mail

yesich_86@hotmail.com

Advisor

Dra. Cecilia Sanz

Scientist Consultant

Lic. Sebastián Dapoto

Thesis defense date

December 28, 2020

SEDICI

http://sedici.unlp.edu.ar/handle/10915/111879

Virtual Reality as a mediator

of learning. Development

of a mobile Virtual Reality

application oriented to children

Keywords: Virtual Reality; Immersion; Education; Learning; HMD (Head Mounted Display); HuVi; Cultural Heritage

Motivation

Research to date has shown that VR applications are

effective at multiple levels of education and training, with

a high degree of student acceptance. An important feature

of VR applications is the user interaction with the virtual

world. This interaction encourages active engagement,

which is desirable for learning. The intrinsic properties and

cognitive mechanism of VR allow students to consciously

focus on what they are experiencing and participate in

more meaningful learning. VR applications can allow

students to explore and learn at their own pace and repeat

the experiences as many times as they wish. This appeals

to both students and educators, who are able to teach

different skills.

Of the educational technologies currently in use, VR is

considered one of the most promising due to its ability to

“immerse” students in the environment they are studying.

The added value of VR is to engage the student in learning

contexts that are difficult to understand due to their

abstraction, difficulty or even because they are dangerous.

In accordance with the above, and the interest in seeking

alternative mechanisms in the teaching and learning

processes, the motivation for this thesis arises from research

on these issues and the development of a VR educational

mobile application, based on various experiences obtained

from previous research and thorough analysis of different

VR applications. Based on these motivations, the objectives

of this thesis are proposed.

Objectives/Aims

The general aim of this work is to research and analyze

Virtual Reality (VR) and its application in educational

environments, as a mediating “technology” in the teaching

and learning processes.

The specific aims are as follows:

1. Study the concept of Virtual Reality and its foundations.

2. Analyze the advantages and disadvantages of its use.

3. To study the learning theories on which the bases of its

implementation in the educational and training context are

foundations.

4. To identify pedagogical practices, particularly related

to experience, that justify the use of VR in teaching and

learning processes.

5. To study and analyze different applications of VR and its

application in the educational context.

6. To develop an educational VR application, based on the

guidelines of the theoretical analysis carried out and using

free distribution tools that allow the development of VR

applications oriented towards educational purposes.

7. Develop a case study with the application developed in

the previous item:

• Define the objectives and context of the case study.

• Validate the hypothesis resulting from the theoretical

research.

8. To perform the analysis of the results obtained from the

experience. To propose new lines of research.

Thesis contributions

Based on the theoretical study, and on the reasons that

gave origin to the thesis, HuVi (Huellas Virtuales) was

developed, a VR mobile game, with the goal of presenting

the cultural heritage of Argentina, to children of vulnerable

contexts. HuVi was developed with an interdisciplinary

team, within the context of an extension project of the

University of Economic Sciences, more specifically related

to the Tourism degree.

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