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 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.
Quality human resources will be formed if education focuses on improving students’ skills. Of course, the foundation of education must be quality. Qualified human resources will later be responsible for making Indonesia a good country in all fields. This study aims to examine the effect of applying the REACT learning model (Relating, Experiencing, Applying, Cooperating, Transferring) on learning outcomes and critical thinking skills of students of SMAN 9 KENDARI. Quantitative research method with experimental research type. The research design used was post experimental control design. The research location was at SMAN 9 KENDARI. The instruments used include learning outcomes test and critical thinking skills test. The data obtained were explained using statistical tests to see the differences between the experimental group and the control group in chemistry subjects. The results showed that the application of REACT model significantly improved students’ learning outcomes and critical thinking skills compared to conventional learning methods in chemistry subjects. The findings indicated that the REACT model was effective in improving the quality of learning and developing critical thinking skills of students of SMAN 9 KENDARI, especially in chemistry learning.
The research is focused on the evolution of the enterprises, in the field of specialized professional services, medium-period, enterprises that implemented projects financed within Regional Operational Program (ROP) during the 2007–2013 financial programming period. The analysis of the economic performance of the micro-enterprises corresponds to general objectives, but there can be outlined connections between these performances and other economic indicators that were not considered or followed through the financing program. The study case is focused on the development of micro-enterprises in the services area, in the Central Region, Romania (one of the eight development regions in Romania). The scientific approach for this article was based on a regressive statistical analysis. The analysis included the economic parameters for the enterprises selected, comparing the economic efficiency of these enterprises, during implementation with the economic efficiency after the implementation of the projects, during medium periods, including the sustainability period. The purpose of the research was to analyse the economic efficiency of the selected micro-enterprises, after finalizing the projects’ implementation. The authors intend to point out the need for a managerial instrument based on the economic efficiency of companies that are benefiting from non-reimbursable funds. This instrument should be taken into consideration in planning regional development at the national level, regarding the conditions and results expected. Although the authors used regressive statistical analysis the purpose was to prove that there is a need for additional managerial instruments when the financial allocations are being designed at the regional level. This study follows the interest of the authors in proving that the efficiency of non-reimbursable funds should be analysed distinctively on the activity sectors.
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.
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