A Virtual Reality (VR) Card Game Using Discovery Learning to Enhance Environmental Literacy
Keywords:
card game, virtual reality technology, discovery learning, environmental literacyAbstract
This research aims to: 1) study and develop a Virtual Reality (VR) card game using discovery learning to promote environmental literacy, and 2) examine the effects of using the VR card game with discovery learning on promoting environmental literacy. The sample group included five experts and 30 high school students, selected through purposive sampling. Research instruments included the VR card game, expert interviews, a quality assessment form for the VR card game, and an environmental literacy test. Statistical analysis methods included the percentage, mean, standard deviation, dependent t-test, and correlation coefficient.
The research findings revealed that: 1) the developed card game comprised the content, virtual reality simulation, card gameplay, and discovery learning. The overall quality assessment of the VR card game using discovery learning was rated very high (x̄=4.68, S.D. = 0.51). 2) The use of the VR card game showed that the average post-experiment environmental knowledge scores were significantly higher than the pre-experiment scores at the .05 significance level. 3) The comparison of the average post-experiment environmental attitude scores showed a significant increase at the .05 significance level. 4) The study of environmental behavior indicated that the post-experiment scores were significantly higher than the pre-experiment scores at the .05 significance level.
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