KnE Social Sciences
ISSN: 2518-668X
The latest conference proceedings on humanities, arts and social sciences.
The Examining of 360∘ Media That Support Learning in Field of Education
Published date: Jan 10 2025
Journal Title: KnE Social Sciences
Issue title: The Bandung Creative Movement 2023 – Enhancing Collaboration In Arts, Design And Craft For Sustainable Creative Industries: Technology and Art
Pages: 83 - 90
Authors:
Abstract:
Currently, 360∘ product media is becoming very popular, especially through an immersive approach as a learning media and is not yet known in depth about how 3600 product media are used in the education sector. This research aims to analyze the use of 360∘ media supporting learning media in education and to explore future research opportunities. The method used is a systematic mapping study of primary literature that used only scientific papers that have been published and Scopus indexed. The number of scientific papers analyzed were 100 out of 179, and only 20 scientific papers were truly suitable. The results analysis shows that the use of 360∘ media can be in the form of video formats, 3D models, and applications. With its utilization mostly used in interdisciplinary fields, and the results of the parameter analysis of media utilization 360∘ show that this media is very useful and recommended for use in education.
Keywords: 360∘ media, immersive, learning media, review paper, systematic mapping
References:
[1] Rosendahl PW. 360∘ videos in education – A systematic literature review on application areas and future potentials. Educ Inf Technol. 2023.
[2] Speidel R, Angermaier S, Junger K, Gill-Khan C, Wößner Ö. Did video kill the XR star? Digital trends in medical education before and after the COVID-19 outbreak from the perspective of students and lecturers from the faculty of medicine at the University of Ulm. GMS J Med Educ. 2021.
[3] Rosendahl PW, Kuhnt M, Wingert I. Immersive training for movement sequences: The use of 360∘ video technology to provide poomsae training in Taekwondo. J Phys Educ Sport. 2022;22(10):2318-2325.
[4] Kong X, Franklin A, Watson DB, Wang HG, Krizan K. Work-in-Progress: Developing an interactive, immersive, 360-degree virtual media for enhancing student learning in additive manufacturing. 2022 Aug 23.
[5] Foehrder T, Jäkel-Paetzold M, Scheuerlein P. Advantages of 360∘ virtual forest tours to supplement academic forestry education. GI_Forum. 2021.
[6] Wolf M, Schmid H, Faltin W, Scheuerlein S. Exploratory study of a 360-degree model in environmental engineering education. Proc Eur Conf e-Learn ECEL. 2021.
[7] Salama M, Becker R, Bobbert B. Managing trade-offs in self-adaptive software architectures: A systematic mapping study. In: Managing Trade-Offs in Adaptable Software Architectures.
[8] Mitra S, Wiegner E. Introducing undergraduates to primary research literature. J Chem Educ. 2021.
[9] Petersen K, Feldt R, Mujtaba S, Mattsson M. Systematic mapping studies in software engineering. Proc 12th Int Conf Eval Assess Softw Eng. 2008.
[10] Albus P, Schwind S. Signaling in 360∘ desktop virtual reality influences learning outcome and cognitive load. Front Educ. 2022.
[11] Lee YM. Digital skills of mobile journalists: Exploring learning needs and learner experiences of just-in-time learning with smartphones. Journalism Mass Commun Educ. 2022.
[12] Daling LM, Kohno S, Khadra D, et al. Evaluation of mixed reality technologies in remote teaching. Lect Notes Comput Sci (Incl Subser Lect Notes Artif Intell Lect Notes Bioinformatics). 2022.
[13] Putra AK, Putra IMN, Nugraha HW, Rahmadhani FM. Development of mobile virtual field trips in Ijen Crater geosites based on 360∘ autostereoscopic and geospatial technology as geography learning media. Geoj Tour Geosites. 2022:456-463.
[14] Khodaei S, Arjangi AA, Dini L, Ikpeazu II. A 360-VR authoring tool for engineering teachers preparing virtual excursions for mining engineering education courses. SEFI 49th Annu Conf Blend Learn Eng Educ Challenging Enlightening Lasting. 2021.
[15] Tsai WL, Lee SW, Kuo TY, Tseng TY, Huang MC. Feasibility study on using AI and VR for decision-making training of basketball players. IEEE Trans Learn Technol.
[16] Alamäki A, Dean A, Smith J, Corbett R. Students’ experiences of 2D and 360∘ videos with or without a low-cost VR headset: An experimental study in higher education. J Inf Technol Educ. 2021.
[17] Bak S, Lee SA, Noh Y, Choi SW. Development and exploration of the applicability of virtual reality content for scientific experience activities using the eyes for students with severe disabilities. Korean J Phys Mult Health Disabil. 2021.
[18] Hebbel-Seeger BA, Pape R, Köhler A, Barthel M. Lecturecast as 360 degree video: What impact do immersion and presence experience have on learning performance? Athens J Educ. 2021.
[19] Figueiredo M, Ribeiro M, Kerren A. Virtual reality as an educational tool for elementary school. Smart Innov Syst Technol. 2021.
[20] Arrasyid R, Rosidi M, Umi CU, Hidayat DR. Design, development, and evaluation of a mobile learning application for tourism education. J Eng Sci Technol. 2020.
[21] Harrington M. Augmented and virtual reality application design for immersive learning research using virtual nature: Making knowledge beautiful and accessible with information fidelity. SIGGRAPH Spec Interest Group Comput Graph Interact Tech Conf Talks. 2020.
[22] Hallberg S, Lantz H. Experiences and outcomes of craft skill learning with a 360∘ virtual learning environment and a head-mounted display. Heliyon. 2020.
[23] Tak NY, Lee HJ, Lee DS, Huh YS, Jang IH. Effect of self-learning media based on 360∘ virtual reality for learning periodontal instrument skills. Eur J Dent Educ. 2023;27(1):1-8.