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Analyzing Bloom's Taxonomy to Interactions in Virtual Reality Application for Education | IEEE Conference Publication | IEEE Xplore

Analyzing Bloom's Taxonomy to Interactions in Virtual Reality Application for Education


Abstract:

Virtual Reality (VR) technology enables users to engage with a three-dimensional, computer-simulated environment that mimics the real world. This immersive technology all...Show More

Abstract:

Virtual Reality (VR) technology enables users to engage with a three-dimensional, computer-simulated environment that mimics the real world. This immersive technology allows users to fully interact with 3D content as if they were present in that environment. VR has the potential for development in numerous areas, including medical education. Integrating VR into education, particularly in the medical field, can align with Bloom's Taxonomy to create more effective and meaningful interactions. Consequently, interaction design in VR applications for medical education can be optimized to improve student learning outcomes according to Bloom's Taxonomy principles. This research leverages an immersive interactive experience that enables users to actively engage in simulations and practical tasks. By incorporating the principles of Bloom's Taxonomy, the system enhances learning engagement and motivation, ensuring users can recall, apply, analyze, and evaluate information in depth. The purpose of analyzing VR interactions is to evaluate whether the interactions used in the VR Childbirth Surgery application have been implemented correctly through the lens of Bloom's Taxonomy. The interactions analyzed are Grab, Touch, and Click in the VR Childbirth Surgery application, based on journals, applications, and demo videos reviewed. The Click interaction is straightforward and user-friendly, the Grab interaction enhances realism and engagement but requires precise implementation and advanced hardware, and the Touch interaction provides high immersion but is dependent on the capabilities of the VR hardware.
Date of Conference: 06-08 August 2024
Date Added to IEEE Xplore: 12 September 2024
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ISSN Information:

Conference Location: Denpasar, Indonesia

I. Introduction

One of the fields of educational learning studies that can apply Bloom's taxonomy is Virtual Reality (VR) applications. Virtual Reality is a technology that allows users to interact with a three-dimensional environment simulated and designed to resemble a physical environment by a computer as if they were in the real world[1][2]. From this definition, VR technology allows users to immerse themselves in a virtual world by actively interacting with the 3D content within it. In the context of education, VR offers new and innovative ways to deliver learning materials through immersive and interactive experiences. The development of VR in education encompasses a variety of applications, including health and medical education training [3][4][5], public health [6][7], cultural art [8][9][10], and more. The advantages of VR in creating an engaging and challenging learning environment make it a very useful tool in enhancing the effectiveness of the learning process. Interaction design in VR plays a crucial role in creating an effective and enjoyable user experience [11]. This design encompasses how users interact with elements within the virtual world, including the use of controllers, body movements, and tactile responses [12]. Effective interaction design in an educational setting enables users to actively engage in immersive simulations and scenarios. This active participation can enhance the comprehension of complex concepts and promote active learning. For example, in medical training, VR interaction design allows students to practice surgical procedures in a safe, controlled environment, offering immediate feedback to help enhance their skills [13]. Therefore, the aspect of interaction design is essential to ensure that VR technology can be effectively utilized in an educational context. Integrating Bloom's taxonomy into the development of VR for education opens up opportunities to create more effective and meaningful interactions. By combining the cognitive levels of Bloom's taxonomy with the interactive features offered by VR, educators can design comprehensive and structured learning experiences. For example, VR can be used to help students understand complex concepts through detailed visualization (knowledge and comprehension), allowing them to apply knowledge in real-world simulations (application), analyze situations and data presented in the VR environment (analysis), synthesize information to generate creative solutions (synthesis), and evaluate the effectiveness of those solutions (evaluation). Thus, interaction design in VR applications for medical education can be optimized to improve student learning outcomes according to the principles of Bloom's taxonomy. The contribution of this research is to analyze the suitability of implementing interaction features in VR applications according to Bloom's Taxonomy parameters. The VR application used is a Virtual Reality Application for Normal Childbirth Surgery Scenarios from the journal we used as the data for this study. The analysis of this VR interaction aims to evaluate whether the interactions used in the VR Childbirth Surgery application have been correctly implemented, using Bloom's Taxonomy.

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