The Impact of VR Application on Student’s Competency Development: A Comparative Study of Regular and VR Engineering Classes with Similar Competency Scopes

This research focuses on the Fourth Industrial Revolution and the Korean National Competency Standards. The aim of this research is to perform a comparative study of two university engineering courses to present the difference between the effect of virtual reality (VR)-based teaching and traditional...

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Main Authors: Jang Hee Lee, Olga A. Shvetsova
Format: Article
Language:English
Published: MDPI AG 2019-04-01
Series:Sustainability
Subjects:
Online Access:https://www.mdpi.com/2071-1050/11/8/2221
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spelling doaj-9e7f2aefc9594863a2d9d6c2d53802e92020-11-24T21:49:07ZengMDPI AGSustainability2071-10502019-04-01118222110.3390/su11082221su11082221The Impact of VR Application on Student’s Competency Development: A Comparative Study of Regular and VR Engineering Classes with Similar Competency ScopesJang Hee Lee0Olga A. Shvetsova1School of Industrial Management, Korea University of Technology and Education (KOREATECH), Cheonan 31253, KoreaSchool of Industrial Management, Korea University of Technology and Education (KOREATECH), Cheonan 31253, KoreaThis research focuses on the Fourth Industrial Revolution and the Korean National Competency Standards. The aim of this research is to perform a comparative study of two university engineering courses to present the difference between the effect of virtual reality (VR)-based teaching and traditional teaching on learning robotics. To achieve this goal, the authors used the expert method, focus group interviews, and a comparative study. There were three hypotheses and four research questions on the relationship between teaching method and competency development. As a case study for this research, the authors chose Korea University of Technology and Education and designed a survey to assess students’ competencies. The participants were second- and third-grade university students. Quantitative data were collected from the interview forms developed by the researcher; qualitative data were analyzed using the expert method and a comparative study. A significant difference was observed between competency development in the VR class and that in a regular class with a similar syllabus. Furthermore, it was noted that different teaching methods affect competency development in different ways; VR tools develop some competencies, but not all of them. Authors found that the VR tool requires an appropriate teaching method and affects the student’s ability to develop competencies.https://www.mdpi.com/2071-1050/11/8/2221university competency modelFourth Industrial Revolutionengineering courseVR classregular classcomparative study
collection DOAJ
language English
format Article
sources DOAJ
author Jang Hee Lee
Olga A. Shvetsova
spellingShingle Jang Hee Lee
Olga A. Shvetsova
The Impact of VR Application on Student’s Competency Development: A Comparative Study of Regular and VR Engineering Classes with Similar Competency Scopes
Sustainability
university competency model
Fourth Industrial Revolution
engineering course
VR class
regular class
comparative study
author_facet Jang Hee Lee
Olga A. Shvetsova
author_sort Jang Hee Lee
title The Impact of VR Application on Student’s Competency Development: A Comparative Study of Regular and VR Engineering Classes with Similar Competency Scopes
title_short The Impact of VR Application on Student’s Competency Development: A Comparative Study of Regular and VR Engineering Classes with Similar Competency Scopes
title_full The Impact of VR Application on Student’s Competency Development: A Comparative Study of Regular and VR Engineering Classes with Similar Competency Scopes
title_fullStr The Impact of VR Application on Student’s Competency Development: A Comparative Study of Regular and VR Engineering Classes with Similar Competency Scopes
title_full_unstemmed The Impact of VR Application on Student’s Competency Development: A Comparative Study of Regular and VR Engineering Classes with Similar Competency Scopes
title_sort impact of vr application on student’s competency development: a comparative study of regular and vr engineering classes with similar competency scopes
publisher MDPI AG
series Sustainability
issn 2071-1050
publishDate 2019-04-01
description This research focuses on the Fourth Industrial Revolution and the Korean National Competency Standards. The aim of this research is to perform a comparative study of two university engineering courses to present the difference between the effect of virtual reality (VR)-based teaching and traditional teaching on learning robotics. To achieve this goal, the authors used the expert method, focus group interviews, and a comparative study. There were three hypotheses and four research questions on the relationship between teaching method and competency development. As a case study for this research, the authors chose Korea University of Technology and Education and designed a survey to assess students’ competencies. The participants were second- and third-grade university students. Quantitative data were collected from the interview forms developed by the researcher; qualitative data were analyzed using the expert method and a comparative study. A significant difference was observed between competency development in the VR class and that in a regular class with a similar syllabus. Furthermore, it was noted that different teaching methods affect competency development in different ways; VR tools develop some competencies, but not all of them. Authors found that the VR tool requires an appropriate teaching method and affects the student’s ability to develop competencies.
topic university competency model
Fourth Industrial Revolution
engineering course
VR class
regular class
comparative study
url https://www.mdpi.com/2071-1050/11/8/2221
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