Year: 2025
Type: conference-paper
Abstract: With the rapid development of information technology, VR technology demonstrates significant potential for educational applications. VR technology enables immersive, interactive learning environments that enhance educational outcomes. In this study, we employed the Kano model as a theoretical framework to systematically collect teachers', parents', and students' expectations and needs for VR educational products through questionnaires and interviews. We quantified user needs via Better-Worse coefficients to reveal unmet 'attractive demands' (e.g., haptic feedback). The resulting product prioritizes ergonomic comfort and immersive interactivity. This study pioneers the application of the Kano model to VR educational design, offering a novel template for future educational tools.
Authors: Ming Lv, Yutong Bai
Institution: Shenyang Jianzhu University
Language: English
Subfield: Management of Technology and Innovation
Domain: Social Sciences
SDG: Quality education
Open Access status: hybrid
OpenAlex ID: W4414288710
FWCI:
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