Simulating Culture in Manila during the 19th Century through Virtual Reality 360 for Grade 7 Students
Teaching history and its culture currently rely on heavy content information wherein students receive information from the educator. Consequently, this kind of teaching method lacks the learning within the context, leading to unmotivated students which discourages the growth of 21st century skills s...
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oai:animorepository.dlsu.edu.ph:conf_shsrescon-10012022-04-21T08:09:14Z Simulating Culture in Manila during the 19th Century through Virtual Reality 360 for Grade 7 Students Guzman, Chandler Dominic P. Rafanan, Clyla A. Sy, Peter Bryan Jose S. Yabut, Angel Lou F. Teaching history and its culture currently rely on heavy content information wherein students receive information from the educator. Consequently, this kind of teaching method lacks the learning within the context, leading to unmotivated students which discourages the growth of 21st century skills such as critical thinking and cultural awareness. Affective learning focuses on the emotional part of learning where learners exhibit an emotional response towards a topic that allows students to integrate the values learned during the learning experience. On the other hand, virtual reality (VR) is a known tool to motivate and be used for teaching or learning process. This research aims to use Virtual Reality (VR) 360, with the use of colors to aid students to be motivated and feel the environment or surroundings, as a tool to recreate the culture in the lifestyle of the Filipinos in Intramuros during the 19th Century. This study will examine the effects of Virtual Reality (VR) 360 in teaching Philippine culture during the 19th century to Grade 7 students. Through Krathwohl’s Affective Learning Taxonomy, the research aims to tackle how the students would respond once exposed to the simulated environment considering that it is of a different time. This would be achieved through the use of self-report questionnaires and interviews to gather data regarding the behavior and motivation of students in learning the culture of the historical scene with the intervention of VR 360 as learning material. In conclusion, the VR was able to motivate the students although some improvements were mentioned such as detail explanation, realistic art style, and dizziness while using VR. 2020-03-12T07:00:00Z text https://animorepository.dlsu.edu.ph/conf_shsrescon/2020/paper_cli/1 DLSU Senior High School Research Congress Animo Repository Education Virtual Reality 360 Culture History Affective Learning Educational Technology Instructional Media Design |
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Education Virtual Reality 360 Culture History Affective Learning Educational Technology Instructional Media Design Guzman, Chandler Dominic P. Rafanan, Clyla A. Sy, Peter Bryan Jose S. Yabut, Angel Lou F. Simulating Culture in Manila during the 19th Century through Virtual Reality 360 for Grade 7 Students |
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Teaching history and its culture currently rely on heavy content information wherein students receive information from the educator. Consequently, this kind of teaching method lacks the learning within the context, leading to unmotivated students which discourages the growth of 21st century skills such as critical thinking and cultural awareness. Affective learning focuses on the emotional part of learning where learners exhibit an emotional response towards a topic that allows students to integrate the values learned during the learning experience. On the other hand, virtual reality (VR) is a known tool to motivate and be used for teaching or learning process. This research aims to use Virtual Reality (VR) 360, with the use of colors to aid students to be motivated and feel the environment or surroundings, as a tool to recreate the culture in the lifestyle of the Filipinos in Intramuros during the 19th Century. This study will examine the effects of Virtual Reality (VR) 360 in teaching Philippine culture during the 19th century to Grade 7 students. Through Krathwohl’s Affective Learning Taxonomy, the research aims to tackle how the students would respond once exposed to the simulated environment considering that it is of a different time. This would be achieved through the use of self-report questionnaires and interviews to gather data regarding the behavior and motivation of students in learning the culture of the historical scene with the intervention of VR 360 as learning material. In conclusion, the VR was able to motivate the students although some improvements were mentioned such as detail explanation, realistic art style, and dizziness while using VR. |
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text |
author |
Guzman, Chandler Dominic P. Rafanan, Clyla A. Sy, Peter Bryan Jose S. Yabut, Angel Lou F. |
author_facet |
Guzman, Chandler Dominic P. Rafanan, Clyla A. Sy, Peter Bryan Jose S. Yabut, Angel Lou F. |
author_sort |
Guzman, Chandler Dominic P. |
title |
Simulating Culture in Manila during the 19th Century through Virtual Reality 360 for Grade 7 Students |
title_short |
Simulating Culture in Manila during the 19th Century through Virtual Reality 360 for Grade 7 Students |
title_full |
Simulating Culture in Manila during the 19th Century through Virtual Reality 360 for Grade 7 Students |
title_fullStr |
Simulating Culture in Manila during the 19th Century through Virtual Reality 360 for Grade 7 Students |
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Simulating Culture in Manila during the 19th Century through Virtual Reality 360 for Grade 7 Students |
title_sort |
simulating culture in manila during the 19th century through virtual reality 360 for grade 7 students |
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Animo Repository |
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2020 |
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https://animorepository.dlsu.edu.ph/conf_shsrescon/2020/paper_cli/1 |
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