User-Centered Virtual Reality Environments for Elementary School Children in Times of COVID-19

User-Centered Virtual Reality Environments for Elementary School Children in Times of COVID-19

Héctor Cardona-Reyes, Miguel Angel Ortiz Esparza
DOI: 10.4018/978-1-7998-9732-3.ch006
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Abstract

Derived from the current situation, in which physical contact and closeness between people must be taken care of due to COVID-19, emerging technologies such as virtual reality have taken a fundamental role in continuing with activities in various areas of society. This chapter proposes the use of virtual reality environments as an alternative for the acquisition of learning skills for children in an immersive and interactive way with user-centered content. The design elements of the software, the user-centered aspects, and the involved actors considered for the production of the proposed interactive virtual reality environments are presented. As a result, the evaluation of the user experience resulting from the use of the proposed interactive environments with elementary school children is presented. Virtual reality is a technology that nowadays can be an effective support for the acquisition of learning skills through the execution of various tasks designed by a multidisciplinary group and above all encourages the user to continue acquiring learning skills in a friendly and fun way.
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Introduction

With the constant evolution of information and communication technologies, education has been transformed. This new technological revolution has caused a digital transformation in the school curriculum and in the way of presenting content, being increasingly dynamic, increasing interactivity on the part of students, thus achieving positive benefits and an increase in school performance (Ocete et al., 2003; Yu-Che & Yi-Ru, 2019).

However, the development of these new technologies has generated some drawbacks when incorporating them into the classroom. For example, teachers are not prepared for the use and application of technologies in the classroom. Teachers must be updated and take ownership of the tools and then bring them to the classroom. That the design of new learning environments is according to the learning context and existing technologies (Llorente et al., 2018).

This is mainly due to the variety of learning styles and the generation of content that does not have enough attributes to fit the student's needs, thus not generating a learning experience (Buzio et al., 2017). In this sense, according to (Ferreiro, 2006), it is not about inserting the new into the old or continuing to do the same with current technologies. It is about having personalized attention from teachers.

In the context of the COVID-19 pandemic, the use of technology allows students and teachers to continue with their classes from home or any safe place, even flexible schedules can be established to continue learning. This type of modality also implies that the student must take the role of self-directed and learn simultaneously and asynchronously at any time (Maatuk et al., 2021).

However, other challenges derived from this situation may emerge and special attention should be paid to them, ranging from lack of technological resources, reliability in e-learning, misuse of technology, lack of face-to-face learning experience, among others. Therefore, when incorporating technology in the teaching-learning process, the greatest possible consideration should be taken to ensure its correct adoption (Yuhanna et al., 2020).

In this sense, virtual reality has been an alternative that allows the transmission of knowledge in an immersive and interactive way where it can help to have a positive effect on both teachers and students by creating a motivating effect and fostering a learning environment in which they can safely explore fictional scenarios from anywhere. It also allows students to establish concrete thinking about their experiences within virtual reality (Upayanto & Wuryandani, 2020).

Derived from the current situation, in which physical contact and closeness between people must be taken care of due to COVID-19 (Cabezas, 2021), these technologies have taken a fundamental role to continue activities in various areas of society (Burgess & Sievertsen, 2020; Daniel, 2020).

In the case of elementary education, this is not exempt from these technological changes and global scenarios of today, so the existing learning theories are constantly susceptible to adaptations in order to continue with the teaching processes. It is also important to consider that within the classroom there is a diversity of students with different needs and therefore must be taken into account (Dean, 2002).

As a solution to this current situation, the development of user-centered virtual reality environments will allow offering virtual reality environments that contribute to student learning and that is based on the special needs in their education, through the creation of a development model that allows generating virtual reality components with a gamification approach for learning environments (Alsawaier, 2018; Buzio et al., 2017; Vera et al., 2005). Having these innovation strategies, in addition, can lead educators to design resources based on students' needs and competencies so that they can be a complement to learning (Dalgarno, 2002).

Key Terms in this Chapter

Immersive Environment: 3D software that through virtual reality devices allows the user to interact with 3D elements isolated from the real world through a simulation.

UX Evaluation: Capturing user perceptions before and after interactions with a product or service.

Virtual Scenario: Set of 3D objects and multimedia elements that represent a context of reality with which users interact under specific rules.

User-Centered Design: Approach oriented to the creation of products according to the specific needs of end-users.

Task Modeling: Design artifact that allows identifying the various interactions between the user and a computer system.

Interactive Environment: Software system-oriented so that the user with a specific profile interacts with the available technologies and through tasks can be supported to meet their needs for the acquisition of skills or knowledge.

Multidisciplinary Team: Group of people with expertise in different areas who work together to develop a solution.

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