Virtual Reality (VR) in chemistry learning for secondary schools students / Muhammad Nabil Shah Zafarin and Chew Chiou Sheng

Zafarin, Muhammad Nabil Shah and Chew, Chiou Sheng (2024) Virtual Reality (VR) in chemistry learning for secondary schools students / Muhammad Nabil Shah Zafarin and Chew Chiou Sheng. Progress in Computer and Mathematics Journal (PCMJ), 1. pp. 634-650. ISSN 3030-6728 (Submitted)

Abstract

This research aims to create a chemistry learning application using virtual reality and the Unity Game Engine. The focus is on secondary school students, providing an interactive, immersive experience that helps them understand scientific concepts by visualizing chemical reactions. The complexity of Virtual Reality (VR) in learning chemistry for secondary school is the effective implementation of VR in chemistry education requires addressing the diverse learning needs of students, providing access to appropriate technology, and ensuring that the VR experiences align with the curriculum standards and learning objectives. Traditional methods of learning chemistry are less attractive than what is needed to deal with this complexity, requiring the development of innovative solutions. The proposed approach utilizes a 3D simulation game using the Simulation-Based Edutainment Model in the ADDIE methodology to enhance deep learning among students. Virtual Reality (VR) is widely recognized as an effective tool for improving learning outcomes. Creating a fully interactive and immersive experience enables students to practice and apply their knowledge in a realistic simulation of real-life situations. The Virtual Reality (VR) in Chemistry Learning for Secondary School Students uses the systematic approach of the ADDIE Model to analyse, design, develop, implement, and evaluate VR applications enables instant feedback, personalized learning experiences, and the ability to revisit and review the content, improving student understanding and retention of complex concepts. The ADDIE Model was chosen as a methodology to create a VR experience with good instructional learning and is acceptable as an alternative way of learning. The usability evaluation conducted through the System Usability Score (SUS) questionnaire produced positive results with a score of 91.25%, demonstrating the effectiveness of Virtual Reality applications in improving chemistry learning for high school students. Future work will enrich the immersive VR chemistry education platform through advancements like realistic liquid simulations, simulated breakage, multiplayer capabilities, and enhanced physics realism, promoting collaborative learning among high school students.

Metadata

Item Type: Article
Creators:
Creators
Email / ID Num.
Zafarin, Muhammad Nabil Shah
UNSPECIFIED
Chew, Chiou Sheng
cschew@uitm.edu.my
Contributors:
Contribution
Name
Email / ID Num.
Editor
Ahmad Fadzil, Ahmad Firdaus
UNSPECIFIED
Editor
Abu Samah, Khyrina Airin Fariza
UNSPECIFIED
Editor
Md Saidi, Raihana
UNSPECIFIED
Editor
Saad, Shahadan
UNSPECIFIED
Editor
Jamil Azhar, Sheik Badrul Hisham
UNSPECIFIED
Editor
Zamzuri, Zainal Fikri
UNSPECIFIED
Editor
Ahmad Fesol, Siti Feirusz
UNSPECIFIED
Editor
Hamzah, Salehah
UNSPECIFIED
Editor
Hamzah, Raseeda
UNSPECIFIED
Editor
Arshad, Mohamad Asrol
UNSPECIFIED
Editor
Mohd Supir, Mohd Hafifi
UNSPECIFIED
Editor
Mat Zain, Nurul Hidayah
UNSPECIFIED
Subjects: T Technology > T Technology (General) > Integer programming
Divisions: Universiti Teknologi MARA, Melaka > Jasin Campus > Faculty of Computer and Mathematical Sciences
Journal or Publication Title: Progress in Computer and Mathematics Journal (PCMJ)
ISSN: 3030-6728
Volume: 1
Page Range: pp. 634-650
Keywords: Virtual Reality; Simulation-Based Edutainment Model; ADDIE methodology
Date: October 2024
URI: https://ir.uitm.edu.my/id/eprint/106117
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