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Application and effect analysis of virtual reality technology in innovation and entrepreneurship education

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Adding virtual reality technology to innovation and entrepreneurship education in colleges and universities can help stimulate students’ learning interest and enhance their practical operation ability, thus improving the quality and effect of innovation and entrepreneurship education. In this paper, after exploring the demand for the application of virtual reality technology in innovation and entrepreneurship education, combined with the interactive environment of virtual reality technology, we constructed the innovation and entrepreneurship teaching mode based on VR. We used this teaching mode as the basis for the design of teaching cases in M school. During the implementation of teaching practice, relevant data are collected by distributing questionnaires. Then, the experimental data are analyzed by combining independent sample T-test, regression analysis, and other statistical methods to explore the application effect. The results demonstrate that there is a statistically significant difference between before and after the application of virtual reality technology (P<0.05), which can significantly improve students’ innovation and entrepreneurship. The perceived usefulness (0.69) and cognitive development (0.09) of virtual reality technology applications were the highest and lowest scores. In addition, financial support for innovation and entrepreneurship programs (0.131) had the greatest degree of influence on VR-based innovation and entrepreneurship education. This study is intended to contribute to the construction of innovation and entrepreneurship education for college students in colleges and universities.

eISSN:
2444-8656
Langue:
Anglais
Périodicité:
Volume Open
Sujets de la revue:
Life Sciences, other, Mathematics, Applied Mathematics, General Mathematics, Physics