Albert Yakobus Chandra, Putri Taqwa Prasetyaningrum, Ozzi Suria, P. Santosa, L. Nugroho, Irfan Pratama
{"title":"Evaluation User Acceptance of Mobile Virtual Reality Application for English Learning","authors":"Albert Yakobus Chandra, Putri Taqwa Prasetyaningrum, Ozzi Suria, P. Santosa, L. Nugroho, Irfan Pratama","doi":"10.1109/ICISIT54091.2022.9872873","DOIUrl":null,"url":null,"abstract":"This research develops virtual reality that integrates media elements such as sound, animation, and video with virtual world to create an immersive user experience. It is aimed to provide more interactivities and interesting features in supporting learning activities, such as using Cardboard to observe the virtual world and interact with virtual objects. Previously, a prototype was built to evaluate (high school) students’ interests in using virtual reality technology as a supporting media to learn English language subject at high schools in Yogyakarta. Earlier research shows that students agreed to use of virtual reality prototype had been useful to support their learning activities. In this present research, a mobile application prototype is developed and evaluated using TAM methodology in order to understand the user behavior towards the application. The application of TAM in the field of learning and teaching for various learning domains implemented to understand the acceptance from the users while using Virtual Reality-based learning media. The TAM model It is a model can explain that the user’s point of view will determine their attitude in accepting Virtual Reality-based learning applications. The evaluation results from this study showed that respondent is enjoyable to use this application (4.37 mean point) and 3.98 (mean point) feels that Virtual reality application is useful for learning English.","PeriodicalId":214014,"journal":{"name":"2022 1st International Conference on Information System & Information Technology (ICISIT)","volume":"10 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2022-07-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"2022 1st International Conference on Information System & Information Technology (ICISIT)","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1109/ICISIT54091.2022.9872873","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 0
Abstract
This research develops virtual reality that integrates media elements such as sound, animation, and video with virtual world to create an immersive user experience. It is aimed to provide more interactivities and interesting features in supporting learning activities, such as using Cardboard to observe the virtual world and interact with virtual objects. Previously, a prototype was built to evaluate (high school) students’ interests in using virtual reality technology as a supporting media to learn English language subject at high schools in Yogyakarta. Earlier research shows that students agreed to use of virtual reality prototype had been useful to support their learning activities. In this present research, a mobile application prototype is developed and evaluated using TAM methodology in order to understand the user behavior towards the application. The application of TAM in the field of learning and teaching for various learning domains implemented to understand the acceptance from the users while using Virtual Reality-based learning media. The TAM model It is a model can explain that the user’s point of view will determine their attitude in accepting Virtual Reality-based learning applications. The evaluation results from this study showed that respondent is enjoyable to use this application (4.37 mean point) and 3.98 (mean point) feels that Virtual reality application is useful for learning English.