Journals / Manisa Celal Bayar Üniversitesi Eğitim Fakültesi Dergisi / 2024 / Cilt: 12 Sayı: 2

The EVRIM Framework: Guiding Ethical and Inclusive Virtual Reality Integration in Education

EVRIM Çerçevesi: Eğitimde Etik ve Kapsayıcı Sanal Gerçeklik Entegrasyonu

Ali Geriş(MANİSA CELÂL BAYAR ÜNİVERSİTESİ)0000-0003-2136-5490
Pages
567–583
Publication Date
2024-12-24
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AI Summary & Key Takeaways

AI Insight
⚡ TL;DR(Too Long; Didn't Read)

By continuously refining and expanding the EVRIM Framework, VR technology can be used to its fullest potential, fostering an inclusive and innovative educational landscape.

📌 3 Key Takeaways

🎯
Objective & Hypothesis:This study introduces the EVRIM Framework (Ethical Virtual Reality Integration Model), designed to meet the growing need for the ethical and effective integration of Virtual Reality (VR) technology in education.
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Key Findings & Data:Finally, the Impact stage assesses the effects of VR on student performance and learning outcomes, collecting and analyzing data to continuously improve VR experiences.
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Conclusion & Impact:By continuously refining and expanding the EVRIM Framework, VR technology can be used to its fullest potential, fostering an inclusive and innovative educational landscape.
🔬Design:Modeling & Simulation
📍Scope:Comprehensive Sample
⚙️Variables:Sanal Gerçeklik · Etik İlkeler · Teknoloji Entegrasyonu

Abstract

This study introduces the EVRIM Framework (Ethical Virtual Reality Integration Model), designed to meet the growing need for the ethical and effective integration of Virtual Reality (VR) technology in education. As VR technology continues to transform educational practices, a structured approach is essential to maximize its benefits while adhering to ethical standards and promoting inclusivity. The EVRIM Framework is divided into five stages: Discovery, Design, Development, Deployment, and Impact. The Discovery stage involves identifying educational needs, selecting appropriate technologies, and ensuring alignment with educational goals and ethical standards. The Design stage focuses on creating immersive, interactive, and inclusive VR content, emphasizing user experience and accessibility. The Development stage encompasses the technical creation and rigorous testing of VR applications, ensuring data privacy, content accuracy, and cultural sensitivity. The Deployment stage involves practical implementation, including training educators and students, integrating VR content into curricula, and providing ongoing technical support. Finally, the Impact stage assesses the effects of VR on student performance and learning outcomes, collecting and analyzing data to continuously improve VR experiences. The EVRIM Framework aims to revolutionize education by enhancing learning outcomes, promoting inclusivity, and adhering to ethical principles, providing a valuable tool for educators, designers, and policymakers. It serves as a comprehensive guide for leveraging VR technology responsibly and effectively in education. Future research should focus on longitudinal studies to assess long-term impacts, further development of accessibility features, and the creation of comprehensive guidelines for the ethical use of VR in education. By continuously refining and expanding the EVRIM Framework, VR technology can be used to its fullest potential, fostering an inclusive and innovative educational landscape.

Özet

Bu çalışma, Sanal Gerçeklik (VR) teknolojisinin eğitim ortamlrına etik ve etkili entegrasyonuna yönelik artan ihtiyaca yanıt olarak geliştirilen EVRIM Çerçevesi'ni (Etik Sanal Gerçeklik Entegrasyon Modeli) tanıtmaktadır. VR teknolojisi, eğitim ortamlarını ve yöntemlerini dönüştürmeye devam ederken, faydalarını maksimize etmek ve etik standartlara uygunluğu sağlamak için yapılandırılmış bir yaklaşıma ihtiyaç duyulmaktaır. Bu noktada geliştirilen EVRIM Çerçevesi Keşif, Tasarım, Geliştirme, Uygulama ve Etki olarak beş aşamadan oluşmaktadır. Keşif aşamasında, eğitim ihtiyaçlarının belirlenmesi, uygun teknolojilerin sçeilmesi ve eğitim hedefleri ile etik standartlarla uyumun sağlanması ele alınmaktadır. Tasarım aşamasında, kullanıcı deneyimi ve erişilebilirliğe vurgu yapılmakta, kapsayıcı ve etkileşimli VR içerikleri oluşturulmasına odaklanılmaktadır. Geliştirme aşaması, VR uygulamalarının teknik olarak oluşturulmasını ve titizlikle test edilmesini, veri gizliliği, içerik doğruluğu ve kültürel hassasiyetin sağlanmasını içermektedir. Uygulama aşamasında, eğitimciler ve öğrenciler için eğitim verilmesi, VR içeriğinin müfredata entegrasyonu ve sürekli teknik destek sağlanması gibi pratik uygulamalar yer almaktadır. Son olarak, Etki aşaması, VR'nin öğrenci performansı ve öğrenme sonuçları üzerindeki etkilerini değerlendirmektedir. EVRIM Çerçevesi, öğrenme sonuçlarını iyileştirerek, kapsayıcılığı teşvik ederek ve etik ilkelere bağlı kalarak VR entegrasyon sürecine katkı sağlamayı amaçlamaktadır. Eğitimciler, tasarımcılar ve politika yapıcılar için değerli bir araç niteliği taşımakta ve VR teknolojisinin sorumlu ve etkili bir şekilde kullanılmasına yönelik kapsamlı bir rehber niteliğindedir. Gelecekteki araştırmalar, uzun vadeli etkileri değerlendirmek için boylamsal çalışmalar yapılmasına, erişilebilirlik özelliklerinin daha da geliştirilmesine ve eğitimde VR'nin etik kullanımına yönelik kapsamlı yönergelerin oluşturulmasına odaklanmalıdır. EVRIM Çerçevesi'ni sürekli olarak geliştirmek ve genişletmek suretiyle, VR teknolojilerinin kapsayıcı ve yenilikçi bir eğitim ortamı yaratma potansiyeli en üst düzeye çıkarılabilir.

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Cite This Article

Geriş, A. (2024). The EVRIM Framework: Guiding Ethical and Inclusive Virtual Reality Integration in Education. Manisa Celal Bayar Üniversitesi Eğitim Fakültesi Dergisi, Cilt: 12 Sayı: 2, 567–583. https://doi.org/10.52826/mcbuefd.1511454

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