In the era of rapid information technology development, artificial intelligence (AI) and virtual reality (VR) technologies have gradually infiltrated the field of university English teaching, brought significant applications and impacted to English language learning in listening, speaking, writing, translation, and personalized learning. AI plays a vital role as an auxiliary teaching method in university English instruction, and the integration of VR technology further enhances teaching efficiency. This research will propose relevant recommendations to provide theoretical references for university English education in the age of AI, while also offering insights and guidance to educators in the education industry during the informatization reform of education.
This article explores a method for evaluating the achievement of learning effectiveness based on virtual reality technology. The research analyzed the design and construction of a virtual learning environment, data collection of learner behavior, data analysis and evaluation methods, evaluation indicators and personalized feedback, as well as a case study of a virtual learning evaluation system. By using virtual reality technology to create an immersive learning environment, learners can gain an immersive learning experience, and evaluators can accurately record learners' behavior and performance. The learning effectiveness evaluation method based on virtual reality technology can improve learning effectiveness and teaching quality, promote educational innovation and development. These research results are of great significance for the evaluation of virtual learning effectiveness and personalized teaching in the field of education.
This study employs a virtual reality (VR) game to examine the role of VR gaming in learning Saudi cultural heritage. By creating 3D (Three-dimensional) virtual heritage buildings, the game immerses players in cultural scenes, fostering a lasting appreciation for art history. Objectives include making heritage information dissemination engaging, blending learning and entertainment in a 3D environment, designing a gamified setting for active learning, and igniting interest in culture, tradition, architecture, and art history. This paper further highlights the significance of serious gaming in promoting the Saudi cultural heritage among the younger generation. The research involved immersing 59 participants into a heritage building environment using a VR game and then probing their experience of the environment through a questionnaire. Results indicate positive participant experiences, increased interest in Saudi cultural heritage and appreciation for VR technology. The study demonstrates the potential of VR games to make heritage accessible and enjoyable for the younger generation, motivating further exploration and learning. Valuable resources are provided for individuals and researchers interested in using VR gaming for cultural heritage engagement.
This study analyzes the perception of university students regarding the use of virtual reality (VR) in higher education, focusing on their level of knowledge, usage, perceived advantages and disadvantages, as well as their willingness to use this technology in the future. Using a mixed-methods approach that combines questionnaires and semi-structured interviews, both quantitative and qualitative data were collected to provide a comprehensive view of the subject. The results indicate that while students have a basic understanding of VR, its use in the educational context is limited. A considerable number of students recognize VR’s potential to enhance the learning experience, particularly in terms of immersion and engagement. However, significant barriers to adoption were identified, such as technical issues, the high cost of equipment, and inadequate access to technological infrastructure. Additionally, there is a need for broader training for both students and faculty to ensure the effective use of this technology in academic environments. The semi-structured interviews confirmed that perceptions of VR vary depending on prior exposure to the technology and access to resources. Despite the challenges, most students appreciate VR’s potential to enrich learning, although its effective adoption will depend on overcoming the identified barriers. The study concludes that strategies must be implemented to facilitate the integration of VR into higher education, thus optimizing its impact on the teaching-learning process.
This study aims to explore the feasibility of using virtual reality technology to educate students with learning difficulties in the Asir region. To achieve the study aims, the researcher employed a descriptive design and deployed a quantitative technique, depending on the questionnaire as the main instrument for data collection. The research was carried out on a cohort of 240 educators hailing from the Asir region who were enlisted through a process of random sampling. The results of this study show that factors like infrastructure, human resources, administrative regulation, and student population have an impact on the use of virtual reality technology. The results suggest that there are no statistically significant differences in the development of using virtual reality technology among teachers of students with learning disabilities in the Asir region when taking into account factors such as experience and level of qualification.
Copyright © by EnPress Publisher. All rights reserved.