Sustainability Education and Eco-Literacy Using Virtual Reality (VR): Trash Time Application Engagement Data Analysis
摘要
Sustainability education and literacy are emerging fields of study in the field of computers and technology. These works explore the use of Virtual Reality (VR) as educational tools. However, there are still many perspectives that need to be explored to enhance the growth and development of this field of study and truly attain the desired learning outcomes, while fostering the development of well-rounded learners. Future challenges in VR sustainability education involve assessing the efficacy of the instructional materials and platform, as well as ensuring student engagement as a crucial determinant of learning outcomes. This study investigates the VR application called Trash Time through a predictive analysis. The findings offer insights into the characteristics and performance of the applications, which may be used to effectively advertise and enhance them, hence increasing interest in sustainability. This is also in line with the Sustainable Development Goals (SDGs), including SDG#3, SDG#4, SDG#9 and SDG#11.