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Advancing education through virtual reality in the management and production engineering field of study

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Treść / Zawartość
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Warianty tytułu
Języki publikacji
EN
Abstrakty
EN
Purpose: The purpose of this paper is to explore the application of virtual reality (VR) as an innovative tool for education in the field of Management and Production Engineering. It aims to demonstrate how VR can be effectively integrated into laboratory classes to enhance students' learning experiences and practical skills. Additionally, the paper highlights the role of the teacher in guiding and supporting students in using VR technology for educational purposes. Design/methodology/approach: The paper utilizes a case study approach to examine the use of a specific virtual reality application in the field of Management and Production Engineering. The study involves the implementation of VR-based laboratory classes, where students engage in various training modules of the given selected VR application, including both theoretical and practical tasks in a simulated production environment. The methodology includes a presentation of the VR application's modules, the tasks for students, the organization of VR-supported laboratories, and the role of the instructor in facilitating the learning process. Findings: The study showed that it is possible to use virtual reality in higher education, especially in the context of classes in the field of management and production engineering. The possibility of creating and implementing VR applications that realistically reproduce the production environment and enable conducting training and classes for students of technical studies has been confirmed. The research results confirmed that VR is a practical tool for teaching production lines, technological processes, machine parameters, equipment operation, quality control, and safety rules in the production hall. All these elements can be effectively implemented under controlled conditions in the university, without the need for physical presence in the industrial plant. Originality/value: This paper offers a perspective on integrating virtual reality into laboratory classes within the field of Management and Production Engineering, highlighting its transformative potential for traditional teaching methods. The study emphasizes VR's value as a modern educational tool that enhances applied learning by providing hands-on practice in addition to theoretical knowledge, allowing students to engage actively and perform tasks independently.
Rocznik
Tom
Strony
641--655
Opis fizyczny
Bibliogr. 16 poz.
Twórcy
  • Silesian University of Technology, Faculty of Organization and Management
Bibliografia
  • 1. Baniasadi, T., Ayyoubzadeh, S.M., Mohammadzadeh, N. (2020). Challenges and practical considerations in applying virtual reality in medical education and treatment. Oman Medical Journal, 35(3), e125.
  • 2. Brown, C., Hicks, J., Rinaudo, C.H., Burch, R. (2021). The use of augmented reality and virtual reality in ergonomic applications for education, aviation, and maintenance. Ergonomics in Design, 10648046211003468.
  • 3. Dergham, M., Gilányi, A. (2019). Application of virtual reality in kinematics education. 10th IEEE International Conference on Cognitive Infocommunications (CogInfoCom), 107-112.
  • 4. EpicVR (2024). Portfolio. https://epicvr.pl/pl/portfolio_category/wszystkie/
  • 5. Hsiao, Y.-C., Chang, C.-J., Fang, J.-J. (2021). Quantitative asymmetry assessment between virtual and mixed reality planning for orthognathic surgery-a retrospective study. Symmetry, 13(9), 1614.
  • 6. Kaźmierczak, J. (2016). Inżynier XXI wieku w wymiarze nie tylko technicznym. Zeszyty Naukowe. Organizacja i Zarządzanie, 99. Politechnika Śląska.
  • 7. Loska, A. (2015). Methodology of variant assessment of exploitation policy using numerical taxonomy tools. Management Systems in Production Engineering, 2(18), 98-104.
  • 8. Makransky, G., Klingenberg, S. (2022). Virtual reality enhances safety training in the maritime industry: An organizational training experiment with a non-WEIRD sample. Journal of Computer Assisted Learning, 38(4), 1127-1140.
  • 9. Norris, M.W., Spicer, K., Byrd, T. (2019). Virtual reality: the new pathway for effective safety training. Professional Safety, 64(06), 36-39.
  • 10. Ozdemir, M.A. (2021). Virtual reality (VR) and augmented reality (AR) technologies for accessibility and marketing in the tourism industry. In: ICT tools and applications for accessible tourism (pp. 277-301). IGI Global.
  • 11. Pinto, D., Peixoto, B., Krassmann, A., Melo, M., Cabral, L., Bessa, M. (2019). Virtual reality in education: Learning a foreign language. New Knowledge in Information Systems and Technologies, Vol. 3, 589-597.
  • 12. Rogers, K., Karaosmanoglu, S., Wolf, D., Steinicke, F., Nacke, L.E. (2021). A best-fit framework and systematic review of asymmetric gameplay in multiplayer virtual reality games. Frontiers in Virtual Reality, 2, 694660.
  • 13. Shen, J., Wang, Y., Chen, C., Nelson, M.R., Yao, M. Z. (2020). Using virtual reality to promote the university brand: When do telepresence and system immersion matter? Journal of Marketing Communications, 26(4), 362-393.
  • 14. Stecuła, K. (2022). Virtual Reality Applications Market Analysis-On the Example of Steam Digital Platform. Informatics, 9(4), 100.
  • 15. Stecuła, K. (2023). Review of Virtual Reality Applications Applied in Industrial Practice. Scientific Papers of Silesian University of Technology. Organization & Management [Zeszyty Naukowe Politechniki Slaskiej. Seria Organizacji i Zarzadzanie], 187.
  • 16. Zhu, Y., Wang, C. (2022). Study on virtual experience marketing model based on augmented reality: museum marketing (example). Computational Intelligence and Neuroscience, 1, 2485460.
Uwagi
Opracowanie rekordu ze środków MNiSW, umowa nr POPUL/SP/0154/2024/02 w ramach programu "Społeczna odpowiedzialność nauki II" - moduł: Popularyzacja nauki (2025).
Typ dokumentu
Bibliografia
Identyfikator YADDA
bwmeta1.element.baztech-cb01ee6c-031b-4e3d-81eb-b440350f3fcd
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