The Examining the Conditions and Needs of a Virtual Reality Learning Model Based on Creative Problem-Solving to Enhance Undergraduate Students’ Innovation Capability

Authors

  • Parichart Sisaeng -
  • Prakob Koraneekij Department of Educational Technology and Communications, Faculty of Education Chulalongkorn University

Keywords:

Virtual Reality Learning, Creative Problem-Solving, Innovation Capability

Abstract

The purpose of this study was to examine the conditions and needs of a virtual reality learning model based on creative problem-solving to enhance undergraduate students’ innovation capability. The sample group consisted of 416 graduate students, determined using Cochran's formula (1977). The research instruments were 1) a questionnaire on conditions and needs and 2) a validity evaluation form measured by IOC. The data were analyzed using descriptive statistics to find the percentages, mean, and standard deviation. Moreover, the Priority Needs Index Modified (PNI Modified) was used to analyze the conditions and needs of the learning model. Obtained findings indicated that:

1. For the use of virtual reality by graduate students, the majority of them were aware of virtual reality (89.66%) and have used it before (87.74%).

2. Regarding the behavior of using technology and applications, the students spent approximately 11 hours per day on the internet (mean = 11.20 hours) and mainly accessed the internet through smartphones (85.10%). Additionally, they demonstrated high proficiency in using a variety of work-related applications, with an average proficiency of over 90%.

3. The needs of a virtual reality learning model could be divided into three aspects: 1) Virtual Reality learning (VR), 2) Creative Problem-Solving processes (CPS), and 3) Innovation Capability (IC).

Among the three aspects, the study also showed that the students first wanted to experience using virtual reality in their courses (PNI Modified = 0.72). Second, they wanted to gain experience using virtual reality in subjects that require creativity and innovative abilities (PNI Modified = 0.61). Third, the students wanted to receive learning experiences by using avatars for role playing in virtual reality (PNI Modified = 0.52) and also to receive learning experiences together with others in virtual reality (PNI Modified = 0.52). However, all three priorities which were mentioned related to the virtual reality aspect, reflecting a strong interest in and need for learning models that utilize virtual reality.

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Published

2024-08-18

How to Cite

Sisaeng, P., & Koraneekij, P. (2024). The Examining the Conditions and Needs of a Virtual Reality Learning Model Based on Creative Problem-Solving to Enhance Undergraduate Students’ Innovation Capability. ECT Education and Communication Technology Journal, 19(27), 46–60. Retrieved from https://so01.tci-thaijo.org/index.php/ectstou/article/view/270711