“The integration of Virtual Reality technology and 3D models in the educational environment has delivered positive, specific impacts. Guyosof, Oybek, and Faxriddin's (2021) research is clear proof of the effectiveness of VR in the field of education. MilleaLab is one of the real examples of a Virtual Reality educational technology platform.”
Research on the implementation of Virtual Reality (VR) technology in current education trends has always been an interesting conversation to have. As we all know, VR technology relies heavily on 3D objects in the visual display of the virtual world. One thing that is even more interesting is when the use of 3D models is integrated with VR technology. In 2021, namely, 3 years ago, Guyosof, Oybek, and Faxriddin compiled research entitled "Integration of Virtual Reality and 3D Modeling Use of Environments in Education". The purpose of the study was to discuss the design of VR as well as its impact in the world of education.
Furthermore, Guyosof, Oybek, and Faxriddin (2021) believe that, unlike computer simulation systems, VR systems are multifunctional and allow users to interact in real-time. On the same hardware and software, users can also build virtual worlds that are fully designed for different purposes. In the virtual world, users not only have the capability to create 3D models of real-world objects but objects that do not exist in the real world in 3D as well. The research method relied upon in this study is the use of software developed to demonstrate the attributes that make VR ideal for learning.
However, one thing that concerns the researchers when using the software, is the focus on VR characteristics in education. As a result, modern technology such as VR has many advantages, but it gradually reduces the amount of direct dialog between educators and learners. In this case, the educator becomes replaced by interactive content, and learners only interact with simplified virtual models. The introduction of VR learning technology should not defeat its purpose. It requires a careful and balanced approach when implementing all new things in education.
Based on the experience of VR development implemented in education, Guyosof, Oybek, and Faxriddin (2021) noted that the technology brings positive results when used in short sessions or as simulators and trainers. In addition, based on the results of these studies, it can be said that it is not appropriate to use VR for lectures and seminars. In software development, solutions should focus on the latest models of VR that are the most environmentally friendly and ergonomic for users. Hardware and software interfaces should be as simple as possible for users, especially for educators. Virtual reality technology has been shown to increase learner engagement and focus, while the immersive and interactive environment encourages learners to become active learners.
In Indonesia alone, VR technology has been utilized in education and has had a positive impact on the learning process. MilleaLab is a Virtual Reality education technology platform that allows educators to create VR learning content in 3D models and learners to enjoy the virtual learning process. Interestingly, the VR learning content creation features in MilleaLab are very simple for educators. Through the 'Drag n Drop' feature, educators can easily create the learning content. Guyosof, Oybek, and Faxriddin's (2021) research has proven the effectiveness of VR technology in education. On the other hand, MilleaLab is a real example of this proof.
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