1
artículo
Publicado 2023
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The objective of this study is to explore the perceptions of university students regarding the use of Second Life as a collaborative virtual reality platform for learning science subjects. A cross-sectional non-experimental descriptive analytical empirical research design was employed, utilizing quantitative techniques to gather data from 123 students regarding their experiences with immersion. The results reveal that students exhibited genuine engagement with the virtual environment, displaying high levels of interaction and motivation, which in turn increased their level of participation in immersive activities. These findings suggest that incorporating science content into a virtual world offers diverse didactic possibilities and encourages new forms of engagement among participants in educational processes. The study highlights the potential of virtual reality for enhancing higher ed...
2
artículo
Publicado 2023
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Enlace
The objective of this study is to explore the perceptions of university students regarding the use of Second Life as a collaborative virtual reality platform for learning science subjects. A cross-sectional non-experimental descriptive analytical empirical research design was employed, utilizing quantitative techniques to gather data from 123 students regarding their experiences with immersion. The results reveal that students exhibited genuine engagement with the virtual environment, displaying high levels of interaction and motivation, which in turn increased their level of participation in immersive activities. These findings suggest that incorporating science content into a virtual world offers diverse didactic possibilities and encourages new forms of engagement among participants in educational processes. The study highlights the potential of virtual reality for enhancing higher ed...
3
artículo
Publicado 2023
Enlace
Enlace
The objective of this study is to explore the perceptions of university students regarding the use of Second Life as a collaborative virtual reality platform for learning science subjects. A cross-sectional non-experimental descriptive analytical empirical research design was employed, utilizing quantitative techniques to gather data from 123 students regarding their experiences with immersion. The results reveal that students exhibited genuine engagement with the virtual environment, displaying high levels of interaction and motivation, which in turn increased their level of participation in immersive activities. These findings suggest that incorporating science content into a virtual world offers diverse didactic possibilities and encourages new forms of engagement among participants in educational processes. The study highlights the potential of virtual reality for enhancing higher ed...
4
objeto de conferencia
Publicado 2024
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El presente estudio analiza las condiciones de vida de las familias que limitan la enseñanza y aprendizaje en circunstancias emergentes desde la perspectiva de 275 estudiantes y 116 docentes de Educación Básica Regular provenientes de zonas rural y urbana de la región Lambayeque - Perú. Los datos fueron analizados desde sus autopercepciones bajo metodología cuantitativa y diseño no experimental transversal. Se utilizaron dos cuestionarios ad hoc: uno que evaluó aspectos de tenencia y conectividad y otro, el nivel de enseñanza y aprendizaje remoto. Ambos instrumentos demostraron ser lo suficientemente válidos y confiables. Los resultados identificaron escaso uso de ordenadores, tabletas o laptop, empero, la única herramienta disponible en casa utilizada como medio de interacción y transmisión de clases en vivo fue el celular. La precaria economía de las familias y la dispers...