The incorporation of mixed, virtual, and augmented reality into the educational context takes place in this study through the development of a 3D object shaped by the artistic expressions of the Church of the Annunciation in Seville. In a study of an experimental and exploratory nature with a single group, we worked with a total of 20 students enrolled in a Master’s degree, taught at Seville University, under the title of “Arte: idea y producción” (Art: idea and production). A questionnaire based on the “Technology Acceptance Model” (TAM) was used to ascertain the degree of acceptance that the utilized technology had created among students after their participation in the experience. Likewise, the questionnaire permitted understanding of the assessment made by students concerning the presented objects. Among the results obtained, it is noticeable that the participating students show a high level of acceptance of augmented and virtual reality technologies, alongside favorable attitudes towards their utilization and the intention to use them. It is worth highlighting as a significant conclusion that the exploratory study was performed within a real classroom situation, suggesting that both technologies can be applied in formal training environments.
La tecnologización de la sociedad ha supuesto un gran reto para la educación del siglo XXI, viéndose ésta en la necesidad de afrontarlo para poder otorgar una alfabetización digital de calidad. Estos cambios acelerados repercuten en diversos ámbitos, entre ellos la profesionalización docente debido a las dificultades presentadas a la hora de actualizar sus conocimientos y adaptarse al vertiginoso ritmo tecnológico. Las tecnologías digitales son actualmente indispensables en los entornos laborales, sociales, económicos, deportivos, artísticos, culturales, científicos y académicos constituyéndose como un elemento esencial para la capacitación académica y profesional. Todo ello, pone de manifiesto la necesidad de una transformación digital docente y la adquisición de competencias tecnológicas que respondan a los desafíos actuales y de esta forma ofrecer una formación integral para la vida, permitiendo la evolución en la era digital y abriendo caminos hacia nuevas prácticas pedagógicas, significativas e innovadoras. El presente estudio se centra en analizar los diferentes marcos competenciales existentes necesarios para que el docente pueda desarrollarse a lo largo de su carrera profesional y personal, así como también la importancia de evaluar su nivel competencial y saber diagnosticar, de esta forma, las CDD adquiridas a través de diversos instrumentos de diferentes tipologías creados para ello.
Virtual Reality (VR) is an emerging technology with educational benefits demonstrated in numerous studies. Its integration into the curriculum implies the use of cognitive resources by students and the training of digital skills by teachers. The objective of this study is to determine the degree of acceptance of students with learning objects produced in VR and in 360°, as well as to analyze their evaluation and the established relationships. A sample of 136 medical students who completed questionnaires on the Technology Acceptance Model (TAM) and the quality of the training activity was used. The results show high levels of acceptance, both in VR and 360° objects. The students perceived the usefulness of the training activity as high, with significant correlations between the different dimensions. This study demonstrates the potential of VR as an educational technology and offers new perspectives for future research.
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