THE APPLICATION OF VIRTUAL REALITY TECHNOLOGY TO ENHANCE EDUCATION IN THE AGE OF NEW NORMAL
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Abstract
The objectives of this research aimed to 1) study formats of virtual reality learning, 2) study the uses and gratification of lecturers towards virtual reality technology, and 3) study the advantages and barriers of virtual reality technology used for learning for further applications in the new normal education. This study was qualitative research. The sample group of university lecturers was selected through purposive sampling using an interview form. The results indicated that virtual reality technology consists of 4 formats: 1) Sense of experience, 2) Content, 3) Code, and 4) Context of Use. Users of virtual reality technology for new normal learning can be categorized into two groups based on their uses and gratification: 1) Cognitive needs group and 2) Affective needs and Tension Release needs group. The advantages of virtual reality technology were: 1) Virtual reality technology helps to enhance knowledge and imagination of users with 3D, 360 degrees, omnidirectional visual, and 2) Virtual reality technology can be used nearly at any time and place. In contrast, the barriers were 1) Lack of knowledge and understanding of devices’ usage instruction, and 2) Educational institutions are still unaware of the benefit and crucial roles of virtual reality technology in education.
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