University Report: VR in Education, Advantages and Disadvantages

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Added on  2021/11/05

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This report examines the application of virtual reality (VR) in an educational context, analyzing its advantages and disadvantages based on survey responses. The research explores the perceived benefits of VR, such as making complex concepts easier to understand and fostering student creativity, while also identifying potential drawbacks, including health concerns and the cost of implementation. The report further investigates the familiarity levels of different genders with VR technology, providing a comprehensive overview of its current role and potential impact on the learning environment. Data is presented through tables and graphs, illustrating key findings related to user perceptions and experiences with VR in education.
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ENGLISH ASSIGNMENTS
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RQ1# What is the most outstanding advantage in virtual reality in education?
In order to answer the above question, the respondents were asked to list the two advantages.
Further, using excel and pivot table, there has been tabulation of the responses in the form of
single reason. This table is summarised below.
Table 1: Most Outstanding Advantage in using Virtual Reality in Education
It is imperative to note that even though the number of respondents was lesser, the number of
responses is significantly higher since each respondent was asked to select two reasons. The
graphical representation of the above responses is indicated below.
Figure 1: Most Outstanding Advantage in using Virtual Reality in Education
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Based on the above summary, it is apparent that the most outstanding advantage of virtual
reality in education is that it makes difficult concepts easy to learn as 40 respondents believe
so. This is closely followed by virtual learning making learning fun for students and
encouraging student creativity. The least popular reason is that virtual reality eliminates
distraction during lesson. One respondent has not given any response to the question.
RQ2# What is the outstanding disadvantage in using Virtual reality?
Similar to the previous research question, this question also allowed the respondent to
provide multiple reasons and hence the responses have been separated in order to yield the
following summary table.
Table 2: Outstanding disadvantage in using Virtual reality
It is imperative to note that even though the number of respondents was lesser, the number of
responses is significantly higher since each respondent was asked to select two reasons. The
graphical representation of the above responses is indicated below.
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Figure 2: Outstanding disadvantage in using Virtual reality
From the above graph, it is apparent that most outstanding disadvantage with virtual reality is
that it may cause headaches and brain damage which 41 respondents out of 77 believe. At the
second place are two reasons namely the expensive nature and difficult in managing during
classes which 33 respondents have endorsed. The least cause of worry with regards to usage
of virtual reality is loss of jobs by teachers which implies that students do not believe that
virtual reality can replace teachers.
RQ3# Who is more familiar with virtual reality?
The information collected with regards to familiarity with virtual reality on the basis of
gender is summarised in the table below.
Table 3: Familiarity with virtual reality based on gender
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The responses of 77 respondents indicated in the above table can be summarised using the
following graph.
Graph 3: Familiarity with virtual reality based on gender
From the above graph, it is apparent that with regards to very familiar and expert, females
have the edge. On the other hand, in terms of being slightly familiar, males tend to have a
higher representation in comparison to females. With regards to complete non-familiarity, oth
males and females tend to have equal representation. Hence, it is apparent from the given
data that males overall tend to have a higher familiarity with virtual reality in comparison to
females but the latter tend to have a higher expertise level with regards to virtual reality.
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