Using Virtual Reality to Enhance Food Technology Education (2021)

Type of Content
Journal ArticlePublisher
Springer Science and Business Media LLCISSN
0957-75721573-1804
Language
engCollections
Abstract
The use of Virtual Reality (VR) technology combined with 360-degree images and videos provide an opportunity for teachers to bring students into the classroom even when they are located somewhere else. During the COVID-19 lockdown and pandemic, with students across the world forced into home-based learning via remote teaching, a VR classroom shows potential as a tool for adding depth to their learning. The possibility of immersing students in a virtual environment could provide an answer to motivation and engagement issues for today’s students as well as a solution to some of the current constraints faced by teachers. In particular, VR has the potential to increase the time students are able to spend in (virtual) environments that are suitable for teaching and learning practical skills. With the cost of VR equipment reducing rapidly and the increasing quality of virtual experiences, it appears VR is on the tipping-point of becoming a regular part of school programmes.This article outlines the development and testing of a VR Classroom for the delivery of a food-based lesson with middle school students in a New Zealand school. Kitchens are a costly commodity for schools and the obvious health and safety issues make teaching practical cooking skills challenging. With a focus on student engagement and motivation, data is collected from observation of students using the virtual classroom and a post-test survey. Results show that students were highly motivated and perceived the VR classroom as fun to use.
Citation
Gorman D, Hoermann S, Lindeman RW, Shahri B (2021). Using Virtual Reality to Enhance Food Technology Education. International Journal of Technology and Design Education. 1-19.This citation is automatically generated and may be unreliable. Use as a guide only.
Keywords
360 degree video; Education; Technology education; Virtual realityANZSRC Fields of Research
46 - Information and computing sciences::4607 - Graphics, augmented reality and games::460708 - Virtual and mixed reality46 - Information and computing sciences::4601 - Applied computing::460105 - Applications in social sciences and education
39 - Education::3901 - Curriculum and pedagogy::390102 - Curriculum and pedagogy theory and development
39 - Education::3904 - Specialist studies in education::390405 - Educational technology and computing
Rights
Open Access. This article is licensed under a Creative Commons Attribution 4.0 International License, which permits use, sharing, adaptation, distribution and reproduction in any medium or format, as long as you give appropriate credit to the original author(s) and the source, provide a link to the Creative Commons licence, and indicate if changes were made. The images or other third party material in this article are included in the article’s Creative Commons licence, unless indicated otherwise in a credit line to the material. If material is not included in the article’s Creative Commons licence and your intended use is not permitted by statutory regulation or exceeds the permitted use, you will need to obtain permission directly from the copyright holder. To view a copy of this licence, visit http:// creat iveco mmons. org/ licen ses/ by/4. 0/.Related items
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