**8. Conclusion**

Video-capture VR is called 360-degree (360°) VR video, which use HMD, headphones, or data gloves to provide first-person point of view [81], brings the learner in the center of a fully immersive environment such as live events and locations in the same way as VR as if they were actually there. 360° video creates mirrored images so that users can see themselves on

Even, users can also directly interact with objects in a video-capture VR environment including a first person view of a realistic experience, showing a film from a real location, freedom from obstacle, intuitive and interesting interactions, and controls, which does not happen in traditional VR environments where users interact with other objects or avatars on the screen.

Gay [85] found advantages for VR over video for teaching cell biology, but found no benefits of immersive VR over desktop VR. Naturally, producing 360° video content has some limitations such as additional light cannot be used or director cannot stay on backside, because

YouTube and Facebook social media platforms' 360° video support has changed the penetration of production. Also cheaper 360° video recording cameras, defined in this paper before, empower the 360° video ecosystem. Same as computer-generated VR projects, 360° VR video has educational capabilities for VR training simulations. The most important power of 360°

Google also launched Expeditions, a tool that builds on the company's Cardboard platform to provide children with a "field trip" experience from the classroom [86]. In such an application, students and the instructors will see the same things and be in the same session, nevertheless the instructor will be able to lecture and highlight certain things that are relevant to

The goal of VR technology is to enable the user to learn about or experience a target environment in a safe and controlled way that minimizes the costs compared to using the real environment no matter how expensive the simulation is or not. In spite of the high cost of advanced simulation technologies, the retrenchment made because of reducing training and medical errors costs justifies the use of such technologies. According to Piovesan et al. [58], it supplies the situations which are impossible to be experienced in the real world. For example, exploring the Mars, traveling inside the human body, doing submarines or inside caves, visiting molecules or very expensive or very far away place which is in the past (historical places). The use of virtual reality with low-cost immersive VR hardware (e.g. with head-mounted displays and gloves) and software for training is now readily available to create safe and cost effective highly interactive educational training simulations, no need for physical and often costly equipment, for the learners and/or trainees [87–89]. For these reasons, VR is an affordable alternative which could be used in schools at the current time, because it can shorten training time and possibly increase long-term retention of knowledge and skills [90] with increased efficiency and selectivity [91]. Sadagic [90] also defines that "VR include increasing the trainees' motivation to train and learn providing safer and less costly training scenarios".

VR video allows users to experience their body's natural movements [82–84].

video VR simulation is the direct effect of experimental learning and training.

there is no front or back side, it is recorded 360-degree.

134 Open and Equal Access for Learning in School Management

the screen.

the lesson.

Classical education is a teacher-centered education consisting of teaching, management, and supervision. In the arrangement of the subjects such as courses, programs, assignments, lectures, etc. the interest, learning style, and needs of the students are hardly taken into consideration. Curriculum and teachers are kept in the forefront. In this system where the teacher is active and the student is passive, the actual learning of the student remains in the knowing and comprehension stages. The student cannot demonstrate in analyzing, synthesizing, applying, evaluating, and learning behavior. However, real learning performance expresses the behaviors of application, analysis, synthesis, and evaluation together with knowing and comprehension in relation to the subject that the student has learned.

Teacher-student relations are structured extensively in classical education, which can be expressed as an authoritarian system that restricts the student. There is a vertical communication between teachers and students where teachers are upper level and students lower level. While the student is directed, the authority is emphasized with the supervision. In this case, the student makes the statement to please the authority, fulfills the task given, etc. Therefore, students are expected to behave harmoniously. Students are not involved in the decisions taken.

In certain mold, one-way thinking, cultivated an environment where individuals have faced one of the biggest obstacles for the development. It is difficult to expect creativity, tolerance, problem solving, functionality, and so on from individuals who grow up in this way. In other words, classical education prepares students to learn, leads them to memorize, decreases the sense of curiosity, and leads to the development of unqualified individuals. However, today's conditions necessitate the development of people who access and use information, inquire about the information they receive, produce new information, research, solve problems, take responsibility for their own learning, etc.

In the contemporary learning approach, the student is at the center of education and training, and aims to help him develop his/her self in all aspects of social, emotional, and mental. In other words, the physical, affective, and cognitive developmental characteristics of the student are taken into account. STEM and flipped learning are some techniques to improve these kinds of skills and development of self. The student is the agent and the teacher is the passive. The teacher chooses the elements of the learning and teaching process, such as subject, method, equipment taking into account the student. There is a motivating environment for learning and creativity. In this environment, the individual can become a self disciplined one by participating in decisions at will, taking his/her (sometimes group) responsibilities and enjoying the sense of accomplishment.

When we summarize the classical education:


Furthermore, there is some evidence that VR learning seems to be useful tool for young gen-

Instructional Developments and Progress for Open and Equal Access for Learning

http://dx.doi.org/10.5772/intechopen.71947

137

Such technology and various apparatus required for the VR experience such as head-mounted-

Overall, the VR technologies prove the potential to the change the nature of education and training foundations for the future. When we are not able to have the real experiences, the virtual reality is unique. We believe that virtual reality will be a new and useful tool for dis-

and Deniz Altun<sup>2</sup>

erations, as they are excited to use the new technologies involved.

\*, Mürşide Özgeldi1

[1] Bruner JS. Toward a Theory of Instruction. Cambridge: Belknap Press; 1966

[3] Gouseti A. Digital Technologies in Education:New Tools for New Times? In Digital

Technologies for School Collaboration. New York: Palgrave Macmillan; 2014

[4] Available from: http://www.ancientscripts.com/quipu.html. (2017, 07 07). Quipu

[8] Aronson E. The Social Animal. 9th ed. New York: Worth Publishers; 2004

[5] Available from: http://www.ancientscripts.com/alphabet.html. (2017, 07 07). Alphabet

[6] Lambert T. (n.d.). http://www.localhistories.org/edtime.html. A Tımelıne of the Hıstory

[7] Dewey J. 2008. Democracy and educatıon. gutenberg.org: https://www.gutenberg.org/

[9] Nasseh B. 2009. A Brief History of Distance Education (Retrieved 7 17, 2017, from http://

[10] Akbar M. Digital technology shaping teaching practices in higher education. Frontiers in

[2] Ellul J. The Technological Society. New York: Vintage Books; 1964

\*Address all correspondence to: goncatelli@maltepe.edu.tr

tance learning.

**Author details**

**References**

Gonca Telli Yamamoto1

1 Maltepe University, Istanbul, Turkey

of Educatıon. Retrieved 07 07, 2017

www.seniornet.org/edu/art/history.html)

ICT. 2016. DOI: 10.3389/fict.2016.00001

files/852/852-h/852-h.htm

2 Okan University, Istanbul, Turkey

displays and data gloves are available at the purchasable prices hereafter.


In fact, the teaching activities should be competence and abundance to meet the student's expectations and requirements of learning in a harmonious way. In recent years, digital learning tools and techniques have also changed drastically. With digital media, teaching and learning experiences have become enriched and more widely used. Today's technologies offer a wide range of options and offer opportunities for different learning styles.

When designing learning processes, to enable learners to learn better in digital environments such as virtual reality learning, it is necessary to consider the learning styles of the students. It can be said that learning styles are an important determinant in determining these learning environments. Because every single student is prepared to learn new and/or difficult knowledge, s/he can use his/her different and unique ways (visual, audial, kinesthetic, etc) to learn and remember. In other words, some people prefer to learn by reading, they can use image memory. Some may prefer to learn by listening, using voice, listening, and discussing. Others can use their muscular memory, learn by doing physical contact with things they will learn such as traveling, dramatizing. In this direction, students will select and use informationcommunication technologies according to their own style. VR technology is to enable the user to learn about or experience a target environment in a safe and controlled way that minimizes the costs compared to using the real environment.

Virtual learning has the ability to produce products in a personalized learning approach where each student can learn in his/her own way. Indeed, motivation and success may be higher if the teaching process is organized according to learning styles.

The main technological characteristics of VR learning can be defined as direct experience, intuitive interactivity, visual representations, memorability, and immersion.

With the sense of "being there" ability, VR Learning has the great opportunity to become an inestimable method of training in situations where actual hands-on training is too dangerous or impossible to show, which are not usually accessible in the real world.

Using virtual reality in the field of education offers to enhance students' learning experiences by exploring new ideas to develop positive learning behaviors in the learning process. Furthermore, there is some evidence that VR learning seems to be useful tool for young generations, as they are excited to use the new technologies involved.

Such technology and various apparatus required for the VR experience such as head-mounteddisplays and data gloves are available at the purchasable prices hereafter.

Overall, the VR technologies prove the potential to the change the nature of education and training foundations for the future. When we are not able to have the real experiences, the virtual reality is unique. We believe that virtual reality will be a new and useful tool for distance learning.
