Virtual Reality Applied to Heritage in Higher Education—Validation of a Questionnaire to Evaluate Usability, Learning, and Emotions
Bibliographic Data
| ID | 13125656 |
|---|---|
| Authors | Mario Corrales Serrano (0000-0001-8520-9222, Universidad de Extremadura), P Merchán (0000-0003-4428-4829, Universidad de Extremadura, corresponding author), M J Merchán (0000-0001-5180-6416, Universidad de Extremadura), Emiliano Pérez (0000-0002-3544-845X, Universidad de Extremadura) |
| Year | 2024 |
| Volume | 7 |
| Issue | 6 |
| Pages | 2792-2810 |
| Publication date | 2024-05-28 |
| Peer Reviewed | Yes |
| Open Access | Yes |
| Type | ARTICLE |
| Venue | Heritage (JOURNAL) |
| Journal identifiers | ISSN: 2571-9408 • E-ISSN: 2571-9408 |
| Publisher | MDPI AG (PUBLISHER • IT) |
| DOI | 10.3390/heritage7060132 |
| OpenAlex | W4399072979 |
| Language | EN |
| Citations received | 2 |
| References cited | 35 |
Cultural heritage is one of the areas where Extended Reality is having a significant impact nowadays. Although often associated with entertainment, this technology has enormous educational potential when applied to heritage. Therefore, it is essential to implement monitoring tools in educational practice to assess its actual effectiveness. This article presents the process of generating and validating a statistical data collection instrument developed to evaluate a virtual reality experience created using the archaeological heritage of the ancient Roman city of Augusta Emerita (Mérida, Spain). It can be easily adapted to evaluate similar experiences. The aim is to gauge the effectiveness of these experiences as a didactic resource. The questionnaire was subjected to an evaluation of its three dimensions. Content validity was analyzed through expert judgments, while applicability was tested by students. Finally, a series of statistical tests were conducted to verify construct reliability and internal consistency. Based on the results obtained and cross-referenced with the data provided by the literature, the suitability of this tool for collecting data on usability, learning, and emotions in virtual reality experiences is confirmed
Human–computer interaction · Usability · Virtual reality · Applied Psychology · Computer Science · Psychology · Virtual Reality Applications and Impacts
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Patrimonializarte
La enseñanza y aprendizaje de las Ciencias Sociales a través del patrimonio, videojuegos y emociones. Estudio de caso en un IES de Huelva (España)
Sensitive Pasts
Comparative Analysis between Virtual Visits and Pedagogical Outings to Heritage Sites
Heritage education in initial teacher training from a feminist and animal ethics perspective. A study on critical-empathic thinking for social change
| Unique citing works | 2 |
|---|---|
| Citations per year | 2 |
| Citation span | 2025 - 2025 (1) |
| Citation velocity | recent |
| Highly cited | No |
| Citation types | Neutral: 2 |