On the Issue of Teaching Psychological and Pedagogical Disciplines at Universities Using Immersive Technologies

Authors

DOI:

https://doi.org/10.57125/FED/2022.10.11.27

Keywords:

higher education, digital technology, innovation

Abstract

The use of immersive technology enables high-quality educational simulations. The immersive technology in the classroom initiative provides access to virtual, augmented, and mixed- reality simulations for students and faculty across the pedagogical spectrum. The Virtual Immersive Teaching and Learning Initiative contributes to a growing body of research in this area. Through research that compares traditional educational simulation methods with immersive methods, the findings from an experiment conducted among BSMU medical psychology students are presented. Until recently the teaching of any discipline was considered to be the mastering of the necessary theoretical and practical knowledge and skills by the students, but recently, with the development of science and the increase in the necessary amount of knowledge, it has become more and more important to provide students with an excellent theoretical basis for independent study of the subject, and this in distance conditions becomes possible thanks to technology and immersive learning. To confirm the working hypothesis, a qualitative survey of 34 students of the Bukovinian State Medical University, specialty “Medical Psychology” was conducted. A closed questionnaire survey of students helped to diagnose their deep learning needs and determine the effectiveness and feasibility of using immersive learning. In addition, the results of the survey made it possible to reveal students' opinions about the profile of the ideal teacher in the era of digital and immersive technologies. It turned out that the use of immersive learning for psychologists yields high results is perceived with enthusiasm by students and is a feasible element for the methodology of teaching a foreign language.

References

Al Abed, L. (2020). Perceptions and proposals of university of jordan faculty members towards using massive open online courses in the educational process. International Journal of Educational Methodology, 6(1), 13–24. https://doi.org/10.12973/ijem.6.1.13

Avcu, Y. E., & Ayverdi, L. (2020). Examination of the computer programming self-efficacy's prediction towards the computational thinking skills of the gifted and talented students. International Journal of Educational Methodology, 6(2), 259–270. https://doi.org/10.12973/ijem.6.2.259

Badilla-Quintana, M. G., Sepulveda-Valenzuela, E., & Salazar Arias, M. (2020). Augmented reality as a sustainable technology to improve academic achievement in students with and without special educational needs. Sustainability, 12(19), Article 8116. https://doi.org/10.3390/su12198116

Blumenthal, S., & Blumenthal, Y. (2020). Tablet or paper and pen? Examining mode effects on german elementary school students' computation skills with curriculum-based measurements. International Journal of Educational Methodology, 6(4), 669–680. https://doi.org/10.12973/ijem.6.4.669

Changtong, N., Maneejak, N., & Yasri, P. (2020). Approaches for implementing stem (Science, technology, engineering, & mathematics) activities among middle school students in Thailand. International journal of educational methodology, 6(1), 185–198. https://doi.org/10.12973/ijem.6.1.185

Christopoulos, A., Pellas, N., & Laakso, M. J. (2020). A learning analytics theoretical framework for STEM education virtual reality applications. Education Sciences, 10(11), 317. https://doi.org/10.3390/educsci10110317

Concannon, B. J., Esmail, S., & Roduta Roberts, M. (2019). Head-mounted display virtual reality in post-secondary education and skill training. Frontiers in Education, 4, Article 80. https://doi.org/10.3389/feduc.2019.00080

Dedebali, N. C. (2020). Analysis of digital literacy and metaphoric perceptions of teacher candidate. International Journal of Educational Methodology, 6(1), 135–145. https://doi.org/10.12973/ijem.6.1.135

Divekar, R. R., Drozdal, J., Chabot, S., Zhou, Y., Su, H., Chen, Y. … Braasch, J. (2021). Foreign language acquisition via artificial intelligence and extended reality: design and evaluation. Computer Assisted Language Learning, 35(9), 2332–2360. https://doi.org/10.1080/09588221.2021.1879162

Gulden, K. U., Duygu, G. E., & Canan-Gungoren, O. (2019). Examination of the relationship between prospective teachers’ occupational anxiety and technological pedagogical content knowledge by canonical correlation. International Journal of Educational Methodology, 5(3), 407–420. https://doi.org/10.12973/ijem.5.3.407

Hauze, S., & Frazee, J. (2019). Virtual immersive teaching and learning: how immersive technology is shaping the way students learn. In J. Theo Bastiaens (Ed.), Proceedings of EdMedia + Innovate Learning (pp. 1445–1450). Amsterdam, Netherlands: Association for the Advancement of Computing in Education (AACE). https://www.learntechlib.org/primary/p/210160/

Jansri, S., & Ketpichainarong, W. (2020). Investigating in-service science teachers conceptions of astronomy, and determine the obstacles in teaching astronomy in Thailand. International Journal of Educational Methodology, 6(4), 745–758. https://doi.org/10.12973/ijem.6.4.745

Kurnaz, A., Arslantas, S., & Pursun, T. (2020). Investigation of the effectiveness of personalized book advice smart application on secondary school students' reading motivation. International Journal of Educational Methodology, 6(3), 587–602. https://doi.org/10.12973/ijem.6.3.587

Lai, K. W. K., & Chen, H. J. H. (2021). A comparative study on the effects of a VR and PC visual novel game on vocabulary learning. Computer Assisted Language Learning, 36(3), 312–345. https://doi.org/10.1080/09588221.2021.1928226

Ma, L. (2021). An immersive context teaching method for college English based on artificial intelligence and machine learning in virtual reality technology. Mobile Information Systems, 2021, Article 2637439. https://doi.org/10.1155/2021/2637439

Martin, A. J., & Collie, R. J. (2019). Teacher-student relationships and students’ engagement in high school: Does the number of negative and positive relationships with teachers matter?. Journal of Educational Psychology, 111(5), 861–876. https://doi.org/10.1037/edu0000317

Molero Jurado, M. D. M., Pérez-Fuentes, M. D. C., Atria, L., Oropesa Ruiz, N. F., & Gázquez Linares, J. J. (2019). Burnout, perceived efficacy, and job satisfaction: Perception of the educational context in high school teachers. BioMed research international, 111(5), 861–876. https://doi.org/10.1037/edu0000317

Pirker, J., Dengel, A., Holly, M., & Safikhani, S. (2020, November). Virtual reality in computer science education: A systematic review. In R. J. Teather, C. Joslin, W. Stuerzlinger, P. Figueroa, Y. Hu, A. U. Batmaz … F. Ortega (Eds.), 26th ACM symposium on virtual reality software and technology (Article 8). ACM Digital Library. https://doi.org/10.1145/3385956.3418947

Repetto, C., Di Natale, A. F., Villani, D., Triberti, S., Germagnoli, S., & Riva, G. (2021). The use of immersive 360 videos for foreign language learning: A study on usage and efficacy among high-school students. Interactive Learning Environments, 31(4), 1906–1921. https://doi.org/10.1080/10494820.2020.1863234

Simsek, M. R. (2020). Towards emancipatory L2 instruction: Exploring significant learning outcomes from collaborative digital storytelling. International Journal of Educational Methodology, 6(3), 555–569. https://doi.org/10.12973/ijem.6.3.555

Tai, T. Y., & Chen, H. H. J. (2021). The impact of immersive virtual reality on EFL learners’ listening comprehension. Journal of Educational Computing Research, 59(7), 1272–1293. https://doi.org/10.1177/0735633121994291

Yuliono, T., & Rintayati, P. (2018). The promising roles of augmented reality in educational setting: A review of the literature. International Journal of Educational Methodology, 4(3), 125–132. https://doi.org/10.12973/ijem.4.3.125

Downloads

Published

2022-06-25

How to Cite

Namestiuk, S. (2022). On the Issue of Teaching Psychological and Pedagogical Disciplines at Universities Using Immersive Technologies. Futurity Education, 2(2), 36–45. https://doi.org/10.57125/FED/2022.10.11.27