DEVELOPING A PROACTIVE VIRTUAL REALITY PLATFORM TO ENHANCE UNDERGRADUATES' SELF-DIRECTED LEARNING SKILLS

Authors

  • Tossaporn DITSIRI Rajamangala University of Technology Suvarnabhumi, Thailand
  • Polpracha MONRATTANACHAI Rajamangala University of Technology Suvarnabhumi, Thailand
  • Ziwapon CHAROENWONG Police Nursing College, Thailand

DOI:

https://doi.org/10.14456/tisr.2026.17

Keywords:

Virtual Reality Environment, Self-Directed Learning Skills, Active Learning, Digital Innovation, Higher Education

Abstract

This study aims to develop and evaluate the effectiveness of a proactive digital platform that uses virtual reality (VR) to enhance undergraduate students' self-directed learning skills. Employing a quantitative approach, the research engaged a sample of 120 first-year students from Rajamangala University of Technology Suvarnabhumi, carefully selected through stratified random sampling. The primary research instruments consisted of the developed VR digital platform, a self-directed learning skills assessment, and a comprehensive student satisfaction evaluation form. Data were rigorously analyzed using descriptive statistics, efficiency criteria (E1/E2), and t-tests. The empirical findings reveal that the proactive VR platform achieved an exceptional quality rating and an efficiency score of 80.33/85.17, effectively surpassing the established 80/80 criterion. Furthermore, the students' self-directed learning skills significantly improved after the VR intervention at the .05 statistical level. Overall student satisfaction with the innovation was at its highest, particularly regarding audiovisual clarity and the facilitation of independent learning. Conclusively, this high-quality VR educational innovation serves as a sustainable, active-learning tool perfectly aligned with the demands of modern digital-era education, ultimately fostering essential lifelong learning competencies for future success.

Downloads

Download data is not yet available.

References

Bates, A. (2015). Teaching in a digital age: Guidelines for designing teaching and learning. British Columbia: Tony Bates Associates Ltd.

Best, J. (1977). Research in education (3rd ed.). New Jersey: Prentice-Hall.

Brynjolfsson, E., & McAfee, A. (2014). The second machine age: Work, progress, and prosperity in a time of brilliant technologies. New York: W. W. Norton & Company.

Burdea, G., & Coiffet, P. (2024). Virtual reality technology (3rd ed.). New Jersey: Wiley.

Candy, P. (1991). Self-direction for lifelong learning: A comprehensive guide to theory and practice. California: Jossey-Bass Publishers.

de Bem Machado, A., Sousa, M., & Domingos, L. (2024). Creating a Metaverse-based Innovative Digital Learning Environment. In S. Baroudi, & M. Lytras. (eds.). Transformative Leadership and Sustainable Innovation in Education: Interdisciplinary Perspectives (pp. 59-72). Leeds: Emerald Publishing Limited.

Hsu, Y., & Lee, S. (2026). Support for self-regulated learning in immersive virtual reality – An experimental design for science learning. Education and Information Technologies, 31, 269-300.

Hudak, B. (n.d.). Revolutionizing education: The power of VR and interactive learning. Retrieved from https://optimaxr.ai/revolutionizing-education-the-power-of-vr-and-interactive-learning/.

Jiang, J., & Fryer, L. (2024). The effect of virtual reality learning on students' motivation: A scoping review. Journal of Computer Assisted Learning, 40(1), 360-373.

Knowles, M. (1975). Self-Directed Learning: A Guide for Learners and Teachers. New York: Association Press.

Kotheeranurak, S., Koolnaphadol, T., & Songbundit, A. (2022). The development of implementing disruptive technologies in Thai higher educational institutions. Journal of Buddhist Anthropology, 7(2), 102-119.

Noppakhunwong, T., Kantathanawat, T., & Pimdee, P. (2025). Enhancing digital literacy in Thai higher education: A strategic imperative. Edelweiss Applied Science and Technology, 9(5), 1832-1837.

Office of the National Economic and Social Development Council. (2018). The National Strategy (2018-2037). Bangkok: Office of the Secretary of the National Strategy Committee.

Shen, H., & Li, L. (2022). Influence of Self-Regulated Strategy Development on the Performance of Virtual Reality-Based Teaching in Online Learning. International Journal of Emerging Technologies in Learning, 17(11), 312-324.

Tanashur, P., Oktavia, S., & Aprianto, D. (2025). Examining the impacts of Virtual Reality (VR) on self-directed learning in EFL: A mixed-methods study. Journal of Languages and Language Teaching, 13(3), 1101-1116.

Trilling, B., & Fadel, C. (2009). 21st century skills: Learning for life in our times. New Jersey: Jossey-Bass.

Wu, W., Hsu, Y., Yang, Q., Chen, J., & Jong, M. (2023). Effects of the self-regulated strategy within the context of spherical video-based virtual reality on students’ learning performances in an art history class. Interactive Learning Environments, 31(4), 2244-2267.

Yamkasikorn, M. (2008). How to Use Efficiency Criteria in Media Research and Development: The Difference Between 90/90 Standard and E1/E2. Journal of Education, 19(1), 1-16.

Published

2026-08-16

How to Cite

DITSIRI, T., MONRATTANACHAI, P., & CHAROENWONG, Z. (2026). DEVELOPING A PROACTIVE VIRTUAL REALITY PLATFORM TO ENHANCE UNDERGRADUATES’ SELF-DIRECTED LEARNING SKILLS. Thai Interdisciplinary and Sustainability Review, 15(1), Article 17. https://doi.org/10.14456/tisr.2026.17