Publication:
Evaluation of a virtual reality (VR) learning tool for fundamental turbine engineering concepts

dc.citedby4
dc.contributor.authorSulaiman H.en_US
dc.contributor.authorApandi S.N.en_US
dc.contributor.authorYusof A.M.en_US
dc.contributor.authorAbdul Latif R.en_US
dc.contributor.authorIbrahim N.en_US
dc.contributor.authorid54903312800en_US
dc.contributor.authorid57213609766en_US
dc.contributor.authorid16246856300en_US
dc.contributor.authorid56997500400en_US
dc.contributor.authorid9337335600en_US
dc.date.accessioned2023-05-29T07:28:16Z
dc.date.available2023-05-29T07:28:16Z
dc.date.issued2019
dc.descriptionDigital devices; E-learning; Engineering education; Power plants; Turbines; Usability engineering; Virtual reality; Engineering concepts; System Usability Scale (SUS); Teaching techniques; Technological trends; Undergraduate students; Usability; Usability evaluation; Virtual learning; Studentsen_US
dc.description.abstractThe education industry have evolved to meet the expectations of current technological trend. The field of mechanical engineering involves the study, design, development, construction, and testing of tools, engines, and machines. One of the critical equipment in the area of power plant engineering is the turbine, which are used to generate power. Students are taught to understand the drawings of these turbines through books or videos and occasionally visit the power plant site. This approach may not be appealing to the digital natives as they prefer to use technology to touch, feel and see the aspects of the turbine at any given time. The lack of engagement, shrinking attention span and obsession with digital devices amongst the younger generation have caused educators to experiment with various means of teaching techniques in ensuring that knowledge is successfully imparted. Hence, this paper provide results of a pilot study on a usability evaluation conducted on a group of undergraduate students to analyze the usability of a virtual reality (VR) application using the System Usability Scale (SUS) instrument. The study also aims to find out if there are any significant differences among gender and computer gamers in using the VR tool. Results indicate that the VR application requires further enhancement in terms of self-learning and interaction familiarity. � Springer Nature Switzerland AG 2019.en_US
dc.description.natureFinalen_US
dc.identifier.doi10.1007/978-3-030-34032-2_5
dc.identifier.epage59
dc.identifier.scopus2-s2.0-85077859457
dc.identifier.spage48
dc.identifier.urihttps://www.scopus.com/inward/record.uri?eid=2-s2.0-85077859457&doi=10.1007%2f978-3-030-34032-2_5&partnerID=40&md5=727e32d3ae2cc6c05d69332d6e85c7fd
dc.identifier.urihttps://irepository.uniten.edu.my/handle/123456789/24882
dc.identifier.volume11870 LNCS
dc.publisherSpringeren_US
dc.sourceScopus
dc.sourcetitleLecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)
dc.titleEvaluation of a virtual reality (VR) learning tool for fundamental turbine engineering conceptsen_US
dc.typeConference Paperen_US
dspace.entity.typePublication
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