With the development of computer hardware and human interface devices, Virtual Reality (VR) has become a commonly adopted educational tool. In recent years, changes have taken place in technological innovation, with principles of user-centered design and human-computer interaction behavior receiving more attention. This paper presents the application of student participation in the design of VR educational products. By analyzing the data on students who use VR educational products, this paper investigates the relationship between educational objectives and the audiovisual experience, usability, exploratory nature, direction and feedback, and enjoyability. A method for involving students in the design of VR educational products is proposed and subsequently adopted in the development of VR teaching on Beijing Subway maintenance. Hence, the significance of VR educational products is demonstrated.
CITATION STYLE
Li, Z., Cheng, X., Wang, L., He, H., & Liang, B. (2019). The Application of Student Participation in the Design of Virtual Reality Educational Products. In Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics) (Vol. 11585 LNCS, pp. 444–456). Springer Verlag. https://doi.org/10.1007/978-3-030-23538-3_34
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