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Abstract— This article describes the creation of virtual The present article shows the development of virtual 3D
environments and their use for the teaching of non-tangible or scenarios for topics of the Electricity and Magnetism course in
abstract concepts that are addressed in the courses of Electricity order to facilitate the learning of its contents, supported by
and Magnetism, in undergraduate programs. With this proposal, multimedia technology to generate virtual reality scenarios.
students can immerse themselves in virtual and interactive
environments for the learning of concepts related to Electric
Charge, Electric Field and Power Lines. In addition, you can
interact with the elements of the environment and observe what II. ANTECEDENTS AND JUSTIFICATION
happens when you change parameters or variables of it. We
experimented with a group of students from the Tecnologico de Within education, virtual environments have allowed the
Monterrey Campus Morelia in order to evaluate the simulator. generation of virtual classrooms that grant the formation of
From results it was observed that this tool helps the student to groups of students and teachers who remotely work and
learn concepts that are non-tangible. In addition, given the total communicate in real time, and even simulating physical spaces,
immersion in the virtual environment, the student focuses his thus representing real classrooms. Currently, virtual reality is
attention completely on the activity, improving his learning. being studied in subjects such as anatomy, mathematics,
automation, chemistry, languages, biology, history and
Keywords— Virtual Reality, Electricity and Magnetism, medicine [5-7].
Immersive Learning, Physics
There are subjects whose understanding is difficult because
they contain topics in which one cannot visualize what is
I. INTRODUCTION happening, as in the case of the course "Electricity and
Virtual reality (VR) is the representation of a concept that Magnetism". This limits and hinders the understanding of
is closest to and faithful to the original, to the point of being these, leaving learning gaps in the students. As a consequence,
equivalent; they can be tangible and common concepts of real discouragement and apathy are generated when deepening the
life, or intangible or even abstract elements. The clearest and course contents.
most common way to show virtual elements today is through
the generation of computer generated images that simulate "Virtual Environments for the Learning of Physics"
spaces in three dimensions [1, 2]. consists of the creation of virtual and interactive environments
for obtaining knowledge of abstract topics of the course of
An environment is all the conditions that surround an Electricity and Magnetism whose theory is difficult to
individual, ranging from the physical space, to the aromas, visualize, as it is the case of Electric Charge, Electric Field and
sounds, emotional sensations and other elements that that Lines of force. The student through virtual reality glasses can
environment generates. dive into this virtual environment; in addition to interacting
with the elements that are inside and observe what happens
The creation of virtual environments aims to represent an
when you change some parameters or variables. This
environment in a virtual way, allowing the individual to enter
innovation tool allows the student to make an immersion in the
this environment and have the feeling of being part of a
very concept of the revised topic.
nonexistent environment that has been represented in a virtual
way. The more elements of the environment are represented
and the more faithful they are to the real elements, the more is
the feeling of being part of that virtual environment. This has III. PROBLEM STATEMENT
generated a large number of applications that range from
entertainment, teleworking, training, medicine and education Knowing the impact that the incorporation of virtual reality
[3]. entails in the course of Electricity and Magnetism of the
Tecnologico de Monterrey Campus Morelia.
The course of Electricity and Magnetism is a basic level
subject that has the intention of developing in the student the Formulation of experimentation [8]. Does virtual reality
ability to use the electrical and magnetic interactions of the motivate the learning of course content? Is the understanding
loads in the operation of simple devices and the knowledge of of the topics facilitated with the support of virtual reality?
electricity and magnetism to deepen in the different disciplines
of engineering [4].
A. 3D Virtual Stage
For all cases, a virtual stage is presented with a set of point Fig. 2. Disposition of charges
charges, positive and negative, scattered encouragingly in a
virtual workspace, see Fig. 2.
Coulomb law. The user must select a pair of charges and
dependent on the type, as well as the separation between them
are displayed arrows indicating the phenomenon according to
Coulomb's law, as shown in Fig. 3.
Electric field. For this scenario, the user selects a load type,
at the center surrounded by points (test loads). Subsequently, a
point is chosen. So the electrical influence of the charge in the
space is shown, as shown in Fig. 4.
Since it is an educational technology of total immersion, all
scenarios have sounds according to them and that improves the
experience
B. Virtual Environment
3D scenarios are an important part of the virtual Fig. 3. Coulomb's Law for opposite charges
environment, but it is not the only necessary thing; for this
innovation to be complete, a computer, Oculus VR glasses [1],
hearing aids, sensor and a control are needed, as illustrated in
Fig 5.
In Fig. 7 a student is exercising the concept of electric field, On analyzing the results of Table 1, it is observed that the
in this same image the teacher and classmates can follow up on use of virtual environments as an educational technology for
what she is doing through a projection or monitor, see Fig. 7. the Electricity and Magnetism course improves the learning
experience, in addition to facilitating the strengthening of
knowledge. The above is based on the fact that a high
percentage of the participants in the experiment believe that: