The Effect Of Using Virtual Reality Museum For Improving Learning Of The Users Of The Hall Of Southern Thai Culture, Princess Galyani Vadhana Institute Of Cultural Studies, Prince Of Songkla University

Authors

  • Jaruek Atthasongkhro
  • Nuttaphong Kanchanachaya
  • Kanita Nitjarunkul
  • Virintorn Auksornnit
  • Juta Tammachart

Keywords:

Virtual Reality, Virtual Reality Museum, Improving learning, Satisfaction, Southern Thai Culture

Abstract

This research was conducted to (1) study a virtual reality museum model for improving the users’ learning, (2) develop a virtual reality museum for improving learning of the users of the Hall of Southern Thai Culture, Princess Galyani Vadhana Institute of Cultural Studies, Prince of Songkla University, and (3) assess the learning efficiency via virtual reality museum. The target participants in this study were 404 people interested in southern Thai arts and culture. The instruments covered (1) The virtual reality museum model for improving learning efficiency of the users, (2) Quality assessment form of the virtual reality museum model, (3) Virtual reality museum for improving the learning efficiency of the users of the Southern Thai Culture Hall, Princess Galyani Vadhana Institute of Cultural Studies, Prince of Songkla University, (4) Quality assessment form of the virtual reality museum, (5) Assessment form of self-learning
efficiency and (6) Assessment form of satisfaction with using the virtual reality museum. Mean, standard deviation and t-test were employed in data analysis. The research findings were as follows. (1) The virtual reality museum model has been given a quality level of ‘very good’ with a mean score of 4.82 and SD of 0.28. (2) The virtual reality museum for improving the learning efficiency of the users of the Hall of SouthernThai Culture, Princess Galyani Vadhana Institute of Cultural Studies, Prince of Songkla University has a quality level of ‘very good’ with the mean of 4.60 and SD of 0.69. (3) the learning efficiency of users after the use of the virtual reality museum was significantly higher than the performance before the use of the museum (t= 23.084, p <.001). The score after the museum use was M=3.93, SD=0.78 while the score before the museum use was M=2.65, SD=0.97, and the users’ satisfaction with the virtual reality museum indicate that the satisfaction level was ‘good’ (M= 4.04, SD=0.84).

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Published

2023-12-09

How to Cite

Jaruek Atthasongkhro, Nuttaphong Kanchanachaya, Kanita Nitjarunkul, Virintorn Auksornnit, & Juta Tammachart. (2023). The Effect Of Using Virtual Reality Museum For Improving Learning Of The Users Of The Hall Of Southern Thai Culture, Princess Galyani Vadhana Institute Of Cultural Studies, Prince Of Songkla University. Elementary Education Online, 21(1), 20–35. Retrieved from https://ilkogretim-online.org/index.php/pub/article/view/81

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Section

Articles