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[{"key": "dc.contributor.advisor", "value": "Holopainen, Jani", "language": "", "element": "contributor", "qualifier": "advisor", "schema": "dc"}, {"key": "dc.contributor.advisor", "value": "Lumivalo, Juuli", "language": "", "element": "contributor", "qualifier": "advisor", "schema": "dc"}, {"key": "dc.contributor.author", "value": "Tonteri, Tomi", "language": "", "element": "contributor", "qualifier": "author", "schema": "dc"}, {"key": "dc.date.accessioned", "value": "2022-06-01T04:21:46Z", "language": null, "element": "date", "qualifier": "accessioned", "schema": "dc"}, {"key": "dc.date.available", "value": "2022-06-01T04:21:46Z", "language": null, "element": "date", "qualifier": "available", "schema": "dc"}, {"key": "dc.date.issued", "value": "2022", "language": "", "element": "date", "qualifier": "issued", "schema": "dc"}, {"key": "dc.identifier.uri", "value": "https://jyx.jyu.fi/handle/123456789/81383", "language": null, "element": "identifier", "qualifier": "uri", "schema": "dc"}, {"key": "dc.description.abstract", "value": "Virtuaalitodellisuuden (VR) k\u00e4ytt\u00f6 organisaatioissa on kasvanut osana liiketoimintaa ja opetusta. T\u00e4m\u00e4n on mahdollistanut teknologian kehitys, mik\u00e4 on puolestaan laskenut VR ratkaisuiden hintoja ja tehnyt niist\u00e4 vakuuttavampia sek\u00e4 k\u00e4yt\u00e4nn\u00f6n l\u00e4heisempi\u00e4. T\u00e4m\u00e4n tutkielman tarkoitus on syvemmin ymm\u00e4rt\u00e4\u00e4 VR oppimista k\u00e4ytt\u00e4j\u00e4n arvon muodostumisen avulla. Tutkielman p\u00e4\u00e4tutkimuskysymykset ovat \u201dMitk\u00e4 ovat vaikuttavimmat arvon yhteisluonti ja yhteistuho rakennelmat virtuaalitodellisuuden oppimiskokemuksessa?\u201d ja \u201dKuinka koetut arvot hy\u00f6dytt\u00e4v\u00e4t tai haittaavat VR alustalla tapahtuvaa kokemuksellista oppimista?\u201d. Tutkimuksen tavoitetta l\u00e4hestyt\u00e4\u00e4n palvelul\u00e4ht\u00f6isen ajattelun (Service-dominant logic) kautta. Tutkielman aihetta pohjustetaan kirjallisuuskatsauksessa, mik\u00e4 koostuu kolmesta kokonaisuudesta: VR ominaisuudet, VR oppimisteemat, ja palvelul\u00e4ht\u00f6inen ajattelu. Tutkielman empiirinen osuus suoritettiin teemahaastatteluiden kautta, mink\u00e4 osallistujat olivat paikallisen koulutuskuntayhtym\u00e4n opiskelijoita. Tutkimukseen osallistuneet 8 opiskelijaa testasivat Oculus Quest 2 virtuaalitodellisuusalustalle toteutettua 360-videoon perustuvaa opettavaista kierrosta metallin jalostuksesta. Haastatteluiden litteroinnit analysoitiin k\u00e4ytt\u00e4m\u00e4ll\u00e4 laadullista sis\u00e4lt\u00f6analyysi\u00e4. Tutkimuksen tuloksena todettiin 37 arvon yhteisluonti rakennelmaa liittyen virtuaalitodellisuuden teemoihin kiinnostus, sosiaalisuus, tila ymm\u00e4rrys, fyysinen tuntemus, interaktiivisuus, kognitiivinen kuormitus, ja paikka illuusio. My\u00f6s 24 arvon yhteistuho rakennelmaa tunnistettiin liittyen samoihin teemoihin. Rakennelmat sis\u00e4lt\u00e4v\u00e4t yksityiskohtaista tietoa arvon muodostumisesta liittyen koettuun arvoon, sen l\u00e4hteeseen, sek\u00e4 oppimisteemoihin mihin ne vaikuttavat. VR oppimisteemat todettiin liittyv\u00e4n kokemuksesta oppimiseen 24:ll\u00e4 arvon yhteisluonti rakennelmalla ja 11:sta arvon yhteistuhon rakennelmalla. Tutkimuksen perusteella voidaan p\u00e4\u00e4tell\u00e4, ett\u00e4 palvelul\u00e4ht\u00f6isen ajattelun mukaista arvon muodostumista voidaan k\u00e4ytt\u00e4\u00e4 tehokkaasti arvioimaan oppimista virtuaalitodellisuudessa. T\u00e4m\u00e4n lis\u00e4ksi todettiin, ett\u00e4 arvon muodostumisesta saavutettua ymm\u00e4rryst\u00e4 voidaan k\u00e4ytt\u00e4\u00e4 kokemuksellisen oppimisen teorian tarkentamiseksi t\u00e4ss\u00e4 kontekstissa ja sen avulla voidaan paremmin ymm\u00e4rt\u00e4\u00e4 kokemuksellisen oppimisen muodostumista VR k\u00e4yt\u00f6n aikana.", "language": "fi", "element": "description", "qualifier": "abstract", "schema": "dc"}, {"key": "dc.description.abstract", "value": "Use of virtual reality (VR) as part of business and education has been gaining momentum because of developments in VR technology. The cost of the devices and solutions have been decreasing while fidelity and tracking accuracy have been increasing resulting in more convincing virtual environments with more concrete use cases. This study\u2019s goal is to understand VR learning more in-depth from user value perspective. Thus, the main research questions of this study are \u201cWhat are the prevalent value co-creation and co-destruction constructs emerging from virtual reality learning experience?\u201d and \u201cHow the perceived user values affect experiential learning during VR use?\u201d. The research goal is approached from point of view of Service-Dominant (S-D) logic. Theoretical foundation for this study is formed from a literature review regarding VR characteristics, prevalent VR learning themes, and S-D logic literature. The empirical section of this study uses qualitative methods. This study\u2019s participants were 8 active students recruited from a local educational consortium. The participants tested a VR solution on Oculus Quest 2 VR platform. The tested solution was an educational 360-degree video tour of a metal refining plant. The data was gathered using focused interviews and analyzed using thematic content analysis. The main findings of this study were 37 value co-creation constructs regarding VR learning themes engagement, sociability, spatial information, physical sensation, interactivity, cognitive load, and presence. Also 24 value co-destruction constructs regarding these themes were recognized. The constructs contain detailed information about value co-production during learning use of VR including user perceived values, VR feature affecting them, and VR learning affordances. The VR learning themes were found to directly connect to experiential learning by 24 value co-creation constructs and 11 value co-destruction constructs. The results of this study show that value formation as presented in S-D logic can be used to effectively understand VR learning. In addition to this, value co-creation and co-destruction was found to give insight into experiential learning in VR context. The findings were used to connect perceived VR learning benefits to facets of experiential learning, thus expanding understanding of experiential learning process in context of VR.", "language": "en", "element": "description", "qualifier": "abstract", "schema": "dc"}, {"key": "dc.description.provenance", "value": "Submitted by Miia Hakanen (mihakane@jyu.fi) on 2022-06-01T04:21:46Z\nNo. of bitstreams: 0", "language": "en", "element": "description", "qualifier": "provenance", "schema": "dc"}, {"key": "dc.description.provenance", "value": "Made available in DSpace on 2022-06-01T04:21:46Z (GMT). No. of bitstreams: 0\n Previous issue date: 2022", "language": "en", "element": "description", "qualifier": "provenance", "schema": "dc"}, {"key": "dc.format.extent", "value": "125", "language": "", "element": "format", "qualifier": "extent", "schema": "dc"}, {"key": "dc.format.mimetype", "value": "application/pdf", "language": null, "element": "format", "qualifier": "mimetype", "schema": "dc"}, {"key": "dc.language.iso", "value": "eng", "language": null, "element": "language", "qualifier": "iso", "schema": "dc"}, {"key": "dc.rights", "value": "In Copyright", "language": "en", "element": "rights", "qualifier": null, "schema": "dc"}, {"key": "dc.subject.other", "value": "service-dominant logic", "language": "", "element": "subject", "qualifier": "other", "schema": "dc"}, {"key": "dc.subject.other", "value": "qualitative research", "language": "", "element": "subject", "qualifier": "other", "schema": "dc"}, {"key": "dc.subject.other", "value": "focused interview", "language": "", "element": "subject", "qualifier": "other", "schema": "dc"}, {"key": "dc.subject.other", "value": "thematic content analysis", "language": "", "element": "subject", "qualifier": "other", "schema": "dc"}, {"key": "dc.subject.other", "value": "value co-creation", "language": "", "element": "subject", "qualifier": "other", "schema": "dc"}, {"key": "dc.subject.other", "value": "value co-destruction", "language": "", "element": "subject", "qualifier": "other", "schema": "dc"}, {"key": "dc.subject.other", "value": "experiential learning", "language": "", "element": "subject", "qualifier": "other", "schema": "dc"}, {"key": "dc.title", "value": "Effects of immersive virtual reality solutions on user learning : value co-creation and co-destruction", "language": "", "element": "title", "qualifier": null, "schema": "dc"}, {"key": "dc.type", "value": "master thesis", "language": null, "element": "type", "qualifier": null, "schema": "dc"}, {"key": "dc.identifier.urn", "value": "URN:NBN:fi:jyu-202206013007", "language": "", "element": "identifier", "qualifier": "urn", "schema": "dc"}, {"key": "dc.type.ontasot", "value": "Pro gradu -tutkielma", "language": "fi", "element": "type", "qualifier": "ontasot", "schema": "dc"}, {"key": "dc.type.ontasot", "value": "Master\u2019s thesis", "language": "en", "element": "type", "qualifier": "ontasot", "schema": "dc"}, {"key": "dc.contributor.faculty", "value": "Informaatioteknologian tiedekunta", "language": "fi", "element": "contributor", "qualifier": "faculty", "schema": "dc"}, {"key": "dc.contributor.faculty", "value": "Faculty of Information Technology", "language": "en", "element": "contributor", "qualifier": "faculty", "schema": "dc"}, {"key": "dc.contributor.department", "value": "Informaatioteknologia", "language": "fi", "element": "contributor", "qualifier": "department", "schema": "dc"}, {"key": "dc.contributor.department", "value": "Information Technology", "language": "en", "element": "contributor", "qualifier": "department", "schema": "dc"}, {"key": "dc.contributor.organization", "value": "Jyv\u00e4skyl\u00e4n yliopisto", "language": "fi", "element": "contributor", "qualifier": "organization", "schema": "dc"}, {"key": "dc.contributor.organization", "value": "University of Jyv\u00e4skyl\u00e4", "language": "en", "element": "contributor", "qualifier": "organization", "schema": "dc"}, {"key": "dc.subject.discipline", "value": "Tietoj\u00e4rjestelm\u00e4tiede", "language": "fi", "element": "subject", "qualifier": "discipline", "schema": "dc"}, {"key": "dc.subject.discipline", "value": "Information Systems Science", "language": "en", "element": "subject", "qualifier": "discipline", "schema": "dc"}, {"key": "yvv.contractresearch.funding", "value": "0", "language": "", "element": "contractresearch", "qualifier": "funding", "schema": "yvv"}, {"key": "dc.type.coar", "value": "http://purl.org/coar/resource_type/c_bdcc", "language": null, "element": "type", "qualifier": "coar", "schema": 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