An Experimental Study on Computer-Based Virtual Classroom Learning, and Its Impact on Student Performance Based on Sri Lankan University Students
Abstract
Virtual Reality (VR)-based platforms
have the potential to bridge the existing gap
between educationalists and students.
Computer-based simulators have the ability of
Virtual Reality (VR), and it has a potential to take
learning beyond the traditional online teachinglearning
experience of educationalists and
students together in the same room with the aid
of online learning tools. VR-based educational
applications were introduced to the market
recently with the advancements and rapid
growth of the pandemic to face 'new normal'
ethics. VR-based simulators allow students to
visualize or immerse the concepts taught in
classroom textbooks, whether the student is at
home, the library or anywhere in the world. In
the global framework, many student learning
reforms are initiated. However, modern VR
learning delivery technologies, VR training
methods, and gamification technologies are not
yet addressed in Sri Lanka. Further, VR
technology's influence on student performance is
not profoundly studied in the Sri Lankan
university context. Therefore, it is important to
conduct an experimental study to find the
student's mental behaviour, especially with the
academic performance in the virtual paradigm.
The research was developed via quantitative
research techniques as a pre-post experimental
study to achieve the research objectives with
Quantitative data collection methods. Further,
descriptive statistical analysis approach based on
paired t-test analysis method was used and data
analysis was done via IBM SPSS statistical tool.
The main variables identified as Knowledge of
Structures, Feedback, Mental Models and the
conceptual framework were designed based on
literature for the t-test. As pre-test, students
were given a questionnaire to fill before the
simulator training treatment. The questionnaire
was designed based on available literature, while
there were three-hypotheses based on the
variables. The chosen VR learning platform was
‘Unimersiv’ ancient Rome visit for the students,
and that lesson gives a great knowledge on
ancient history. After the simulator learning, the
same set of students was given the post-test
questionnaire to fill. Significant correlation
analysis proved that there is a positive and direct
effect of each independent variable mentioned
above.
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