İlköğretimde Sanal Gerçeklik kullanımı: Sistematik Derleme

Sanal gerçeklik kavramı, gerçek ya da gerçek olmayan durumları temsil eden yüksek etkileşimli üç boyutlu mekansal ortamların oluşturulmasını destekleyen teknolojiler bütünü olarak tanımlanmaktadır. Sanal Gerçeklik (SG) teknolojilerini diğer Bilgi İletişim Teknolojileri (BİT) uygulamalarından farklı kılan benzersiz teknolojik özellikleri nedeniyle eğitimde güçlü ve gelecek vaat eden bir araç haline gelmiştir. Bu nedenle SG’nin eğitim kurumlarında kullanılması ve öğrenmeye etkisinin araştırılması önemlidir. Bu doğrultuda araştırmanın amacı eğitimde sanal gerçeklik uygulaması ile ilgili yapılmış araştırmaların sistematik derlemesini yapmaktır. Belli kriterlere göre seçilen 38 makale araştırma kapsamına alınmıştır. Araştırmada içerik analizi kullanılmıştır. Araştırma bulgularına göre makalelerde en çok nicel yöntemlerin kullanıldığı, katılımcı olarak en .çok 5. ve 6. sınıf düzeylerinde araştırma yapıldığı ve en çok fen bilgisi öğretiminde sanal gerçeklik kullanıldığı tespit edilmiştir. Ayrıca sonuçlar, sanal gerçeklik artırılmış gerçeklik ortamı ile birlikte öğrenenlerin uzamsal düşünme becerilerini ve problem çözme becerilerini geliştirebileceğini göstermiştir. Araştırma sonunda sanal gerçeklik ile ilgili gelecekte yapılacak çalışmalar için karma yöntemlerin tercih edilmesi ve farklı veri tabanlarının kullanılması önerisi yapılmıştır.

Using Virtual Reality in Primary Education: A Systematic Review

The concept of virtual reality is defined as a set of technologies that support the creation of highly interactive three-dimensional spatial environments that represent real or unreal situations. Virtual Reality (VR) technologies have become a powerful and promising tool in education due to their unique technological features that make them different from other Information Communication Technologies (ICT) applications. For this reason, it is important to use VR in educational institutions and to investigate its effect on learning. In this direction, the aim of the research is to make a systematic compilation of research on virtual reality applications in education. 38 articles selected according to certain criteria were included. Content analysis was used in the research. According to the research findings, it was determined that quantitative methods were mostly used in the articles, most research was conducted at the 5th and 6th-grade levels, and virtual reality was mostly used in science teaching. In addition, the results showed that learning environments that include virtual and augmented reality elements can improve learners' spatial thinking and problem-solving skills. At the end of the research, it was suggested that mixed methods should be preferred, and different databases should be used for future studies on virtual reality.

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