TY - JOUR ID - TI - Blended Learning Using Virtual Reality Environments AU - Alaa Hamza Omran AU - Ahmed Shihab Ahmed AU - Jane Jaleel Stephan جين جليل اسطيفان PY - 2017 VL - 43 IS - 1 SP - 6 EP - 13 JO - Iraqi Journal for Computers and Informatics المجلة العراقية للحاسبات والمعلوماتية SN - 2313190X 25204912 AB - Immersive virtual reality isn’t just for gaming. It’s poised to have a big impact on education as well, giving students anopportunity to interact with content in three-dimensional learning environments. Blended learning, according to the Inn sight Institute is "a formal education program in which a student learns at least inpart through online delivery of content and instruction with some element of student' control over time, place, path and/orpace". On the other hand, there are many disadvantage found in blended learning such as the learners with lowmotivation or bad study habits may fall behind, and many others. So, there is an essential need to improve and develop thetheory of the blended learning by using virtual reality environments and get rid of these disadvantages to develop the faceto-facelearning to add a lot of features such as excitement and make it more efficient. As well as affirms clarity of thescientific content of the lecture that the student may be miss them by absent or even mentally, so student can liveatmosphere the lecture again and overcome the difficulties resulting from the using blended learning or traditionallearning. Firstly, this approach is applied by building a specialized website application that allow using virtual realityfeature in order to measure the effectiveness of this study on students, and then a questionnaires was designed and theinformation result of these questionnaires impact was gathered. It is found that, the most of students were excited, active and they understand the lecture in an easy way with a high Likert Scale (4.74), but they found difficulties in using VR toolswhich has a low Likert scale (2.66).

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