Application of a Non-Immersive VR, IoT Based Approach to Help Moroccan Students Carry Out Practical Activities in a Personal Learning Style
Mohamed Fahim,
Brahim Ouchao,
Abdeslam Jakimi and
Lahcen El Bermi
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Mohamed Fahim: Software Engineering & Information Systems, Engineering Team, Computer Sciences Department, Moulay Ismaïl University, FST Errachidia, Meknes 50050, Morocco
Brahim Ouchao: Software Engineering & Information Systems, Engineering Team, Computer Sciences Department, Moulay Ismaïl University, FST Errachidia, Meknes 50050, Morocco
Abdeslam Jakimi: Software Engineering & Information Systems, Engineering Team, Computer Sciences Department, Moulay Ismaïl University, FST Errachidia, Meknes 50050, Morocco
Lahcen El Bermi: Software Engineering & Information Systems, Engineering Team, Computer Sciences Department, Moulay Ismaïl University, FST Errachidia, Meknes 50050, Morocco
Future Internet, 2019, vol. 11, issue 1, 1-15
Abstract:
In the last few years, the evolution of new Information and Communication Technologies (ICT) and networks has enabled the appearance and development of several platforms and tools that serve to operate and distribute the learning content. In some particular domains, especially the scientific one, learners need to work on practical activities, using specific products and equipment to complete, consolidate, or verify their conceptual acquisitions. However, facing the increasing number of learners in Moroccan institutions, it becomes hard and expensive for developing countries, like Morocco, to ensure the appropriate conditions for each learner to perform such activities. The majority of the suggested platforms and tools cannot solve this issue, because of their inefficiency regarding offering students good interactive practical activities. Virtual Reality (VR) and the Internet of Things (IoT), as the two most incredible technologies of the last few decades, can be used as an alternative to create a virtual environment where the learner can carry out practical activities like in the real world. In such an environment, learners interact with both virtual and physical objects. In this research paper, we propose a new approach based on VR and IoT to enhance learning by providing learners with an educational space where they can perform some practical activities. The hybrid proposed approach has been used to create a virtual environment where learners (the final year of high school) can measure ultrasonic velocity in the air. The evaluation results show that the manipulation and coupling of real objects with virtual 3D objects increases in a striking way the learning outcomes of learners, as this allows them to feel linked to the real context.
Keywords: Internet of Things; virtual reality; learning (search for similar items in EconPapers)
JEL-codes: O3 (search for similar items in EconPapers)
Date: 2019
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Persistent link: https://EconPapers.repec.org/RePEc:gam:jftint:v:11:y:2019:i:1:p:11-:d:194912
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