Design Of Virtual Practice Teaching Platform for Computer Professional Courses Based on Unity3D

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Dr. S. Selvakumar
Dr. R. Anuradha
Dr. M. Mary Jansi Rani

Resumen

Virtual reality (VR) technology has opened up new avenues for the education industry and
has solved the lack of interaction, situational involvement, and participation in the traditional
classroom. Computer professional coursesin colleges and universities are troubled by
significant performance and motivational issues. To address current issues, introducevirtual
practice teaching for professional courses based on the Unity 3D (VPTPC-U3D) framework.
Here, comparisons are made using a cross ontology measure, including the fuzzy domain
ontology and the domain academic's theory, to overcome significant issues. Ontologies are an
important concept that allows us to link data to give students more relevant lessons.The
application method based on the virtual teaching practice modelhas been developed for
colleges and universities to use VR technology in teaching and learning activities. At the
same time, it examines how teachers and students interact in an experiential learning
environment by combining the three characteristics of VR technology.Thus, by introducing
our proposed framework, instructors and learners who cannot communicate in real-time due
to a lack of teaching resources, outdated equipment and syllabus, or any other issues will be
able to solvewith this platform, which is designed to be low-cost build and student-friendly.
However, this method is used to enhance students' professional skills and practice abilities
and, at the same time, enhance the effectiveness of classroom instruction, student motivation,
and effectiveness when compared with other methods ARGBL, VR-OCKS, TAM, VSLSIVR,
and CTML.

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