Application Research and Teaching Reform Practice of Virtual Reality Technology in Open Education Teaching Mode
Published Online: Mar 19, 2025
Received: Oct 29, 2024
Accepted: Feb 01, 2025
DOI: https://doi.org/10.2478/amns-2025-0410
Keywords
© 2025 Haiyan An et al., published by Sciendo
This work is licensed under the Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 International License.
With the development of Internet technology, the education mode is also changing and innovating. Open education, as a new teaching mode, is gradually becoming an important part of university education. With its flexible, convenient and open characteristics, open education attracts more and more students to participate in it, and provides more learning opportunities and choices for students [1–4]. Open education is a teaching mode based on Internet technology and educational philosophy. It is based on the sharing and interaction of educational resources, and realizes the information exchange and interaction between teachers and students through the support of network and multimedia technology [5–7]. In open education, students can freely choose courses and learning contents, flexibly arrange learning time and learning progress, and get more comprehensive learning experience and knowledge accumulation through online discussion, interaction and feedback [8–10].
The rapid development of computer information technology and the generation of virtual reality technology, especially after its application in the education sector, have gradually become a new type of education technology and attracted much attention [11]. Due to the greater potential of virtual reality technology, it has an important role in promoting the development of modern education, which is mainly manifested in the ability to improve the quality of teaching and learning, optimize the experimental environment, actively promote students to explore the world, enhance the level of teachers to explore the education, and also has an important significance for the promotion of innovative talents training [12–15]. The application of virtual reality technology in open education teaching mode through computer-generated simulation environment, students and teachers are completely immersed in it, creating an immersive feeling, can effectively improve the teaching effect of open education [16–18].
The teaching mode of open education focuses on students’ active participation, independent learning and cooperative learning, and emphasizes students’ all-round development. This teaching mode can stimulate students’ interest and initiative in learning, improve their learning effectiveness, and develop their subject knowledge and skills as well as interdisciplinary abilities. Literature [19] based on the literature review concluded that open education involves the development of both technical and intellectual competencies to encourage teachers to open up their educational offerings and to cross institutional constraints. Leaders of open education discuss the impact of open education tools, resources and knowledge on the quality of education from macro and peripheral perspectives, as well as the opportunities and challenges identified in open education initiatives. Literature [20] analyzed the application of open education practices by teachers. A model of the use of open educational practices for teaching was created by conducting semi-structured interviews, presenting dimensions such as teachers’ development of digital literacy and emphasis on social learning, and the results showed that teachers’ application of open educational practices manifested complexity, individuality, and contextualization. This suggests the need for open learning approaches to support teachers, students and learning. Literature [21] argues that open education improves the quality of learning through innovative learning designs and processes. Sources of learning quality and dimensions of quality development are explored. By introducing and modifying the reference process model of IsO/EC40180. The OQF was developed and its potential adaptations and benefits were noted, being able to address the complexity of open education in conjunction with the use of other tools to improve the quality of teaching and learning. Literature [22] outlines open education and develops a framework for macro, meso and micro level research based on open and distance education, reflecting on the themes of open and distance education, international education and resources for open education, with the aim of informing future research at macro, meso and micro levels. Literature [23] discusses the main queries surrounding the case of Open Scholarship based on the questioning of Open Scholarships under Open Education and elaborates on the ethical and moral issues surrounding the practices of Open Education and the impact of these practices on the social roles and responsibilities of HEIs, among other things, as well as their value-driven and curricular frameworks. Literature [24] examined the realization of open education practices in higher education based on a phenomenological approach and self-identified open education practitioners. The findings point to open learning programs that draw on constructivist and online pedagogical models to create and share learning through novelty.
Virtual reality is a computer technology that provides an immersive experience by simulating situations. The application of virtual reality technology in education has great potential. Through virtual reality, students can have a more realistic, interactive and personalized learning experience and teachers can better tailor their teaching to the needs of their students. Literature [25] suggests using systematic mapping to identify design elements of existing studies in which colleges and universities utilize VR, and using methods such as exclusion to obtain review articles. The analysis identified many problems in the application of VR in universities, including the trivialization of theory-guided learning outcomes, immersive experiences, and the use of immersive VR. It was also emphasized that VR technology is widely used, while VR in education needs to be improved. Literature [26] centers on educational VR and aims to provide a more realistic description by outlining its theoretical framework and research themes, links to forms of learning, and surveys of teachers’ use of educational VR. For the literature [27] points out that the field of language learning knows very little about virtual reality and illustrates the development of open educational platforms to bridge this gap by understanding the attitudes of students towards the utilization of virtual reality and the use of open virtual reality resources. The findings suggest that virtual reality OERs are an effective initiative to promote inclusion and innovation. Literature [28] describes the principles, applications, and characteristics of virtual reality, among other aspects. By combining multi-sensory visualization and interactivity in order to effectively utilize virtual reality for effective learning, the applications and shortcomings of virtual reality in education are considered. Literature [29] based on bibliometrics pointed out that the application of virtual reality in higher education is gradually gaining attention, especially in western countries such as the United States. And based on the growing trend of scientific production it can be seen that the introduction of virtual reality in art education will also become possible. Literature [30] describes the application of virtual reality in medical education. It is pointed out that virtual reality as a powerful educational tool capable of accomplishing specified pedagogical goals, and its future direction lies in the development of technologies that are deeply integrated with curricula and allow for the sharing of simulated clinical experiences, which will enable high-quality interprofessional education on a large scale, transforming the way clinicians are educated. Literature [31] reveals a wide range of applications of virtual reality, whose use in education effectively facilitates the acquisition of experiences that are difficult to obtain in real life and enhances students’ learning in practice and in life, as an important expression of innovation in future educational environments. Literature [32] launched a literature review aimed at understanding the characteristics of virtual reality technology and the impact it has on the learning process. By analyzing 30 articles from 1999 to 2017, the results specified that the most important factors in virtual reality technology are interactivity and immersion, and that the implementation of virtual reality technology is an important strategy to support the learning process.
This paper combines modern VR technology with traditional open education teaching, utilizing 3DS MAX software and image processing software Photoshop and VR glasses hardware equipment, etc., to develop a virtual teaching classroom and create an immersive teaching environment. Based on the ARCS learning model as a theoretical guide, design the goals and tasks of learning, and construct an open education teaching mode based on VR technology. And this teaching mode is applied to practice, through the questionnaire and experimental comparison method to investigate the students’ academic performance, attention, relevance, self-confidence and satisfaction, and after recovering the data, SPSS is used to carry out statistical analysis to explore the effectiveness of its teaching.
Since the establishment of the university, “openness” is one of its basic characteristics, whether it is the ancient Chinese Zhuzi Hundred Schools, the Jixia School Palace and the Academy, or the Western Ancient Greek period of the wise debate and school garden discussion, the ancient Roman period of the University of Bologna’s teacher-student contract, all of them show the characteristics of openness in terms of students, teachers’ sources, school relations, and ideological expression. All universities are open systems, universities as a form of organization in society, with other social organizations that constitute the university environment for a variety of material exchanges, such as people, money, materials, etc., between them and the university environment are “open”.
With the acceleration of the process of modernization in education, information technology has gradually been integrated into the education system, which has significantly changed the traditional education and teaching modes. Open education is a new form of education based on network technology for knowledge transmission and learning in a state of relative separation of “teaching” and “learning” in space and time. With the in-depth development of information technology, the specific form of distance and open education has undergone phased development and evolution, the communication media has changed from traditional radio, television and other media to virtual reality (VR), etc., and the practice form has changed from “teaching-oriented” to “teaching integration”.
VR teaching objectives, as the basis of teaching activities in the VR teaching mode, are divided into three levels of objectives, the next level of objectives is the concretization of the previous level of objectives, and the previous level of objectives provides guidance for the realization of the next level of objectives.In the process of VR teaching, the realization of each objective will become the basis of the VR teaching objectives. Cultivating students’ active participation requires educators’ careful cultivation and guidance. The construction of the model cannot be separated from the theoretical foundation, and the teaching theory is not only the foundation of the model construction, but also the necessary support for the model construction. Based on the ARCS learning model, this study designs the goals and tasks of students’ learning, and establishes a link between students’ new and original knowledge, explicit and implicit knowledge, so that students’ attention (A) can be mobilized and students’ learning motivation can be promoted, so that learning relevance (R) can be actively constructed. Guided by the activity theory, we carefully design teaching tasks and gradually maintain the students’ mental state of positive, active, inquiry and cooperation in the learning process through the completion of the tasks, and enhance self-confidence (C), so as to improve the learning efficiency of students. At the same time, using the theory of situated cognition, various types of virtualized situations are integrated into VR, so that students can actively construct knowledge and actively participate in the tasks in the immersive, virtualized and interactive environment, and finally provide feedback on the tasks completed by the learners, and the learners can seriously reflect and gain a sense of satisfaction (S). Realization conditions provide hardware and software support for the VR teaching and learning process, and how learning is facilitated through the use of a variety of hard and software devices is one of the factors for successful VR. These devices usually contain teaching tools (smart mobile terminals), teaching environment (VR learning environment), VR technology (computer simulation technology) and teaching resources (VR learning resources), which are usually activated at the beginning of the VR and then used during the lesson.The VR teaching process is divided into three parts, namely pre-class pre-study, in-class exploration and post-class reflection, and there are basic steps for each stage The educators can make corresponding adjustments according to the content of specific subjects to meet the teaching needs.VR teaching evaluation, in the assessment process, this paper will use formative and summative assessment, so as to assess students’ learning more objectively and ensure the completeness of the assessment. On the basis of the above theoretical research, this paper constructs an open education teaching model in the VR environment, and the teaching model is constructed as shown in Figure 1.

Construction of VR classroom teaching mode
The hardware includes VR glasses, Bluetooth scanning handles, smartphone hardware devices and high-performance servers, high-capacity storage devices, and the selection follows the principles of technologically advanced, economically reasonable, and applicable in the course, as well as the requirements of feasibility, maintainability, operability, and energy supply to analyze and compare the optimal solution for the equipment.
In the teaching process the platform is divided into the mobile terminal and PC terminal, the main functions are course learning, discussion questions, homework practice, 3D cloud video viewing, coursework assignment submission, the use of the question bank, message management, course syllabus uploading and access, etc. As shown in Fig. 2, in order to realize the above functions, the design of the functional modules is as follows: Login Statistics Module: Used to count the login status of users, mainly based on the concurrency, region, time period, the current number of online users of the current and historical login data statistics. Database Storage Module: Used to store the account information data when registering on the teacher’s side or the student’s side, the user’s login statistics and other data uploaded to the platform, so as to facilitate the subsequent searching and checking of the data information. Interface management module: used to differentiate between different roles in rendering the user interface, so as to facilitate the display of the corresponding role interface after the login of users of different roles, the display interface of the student side is different from that of the teacher side, and the display interface of the teacher side is different. Resource management module: used for managing the resources stored in the cloud server in the software on the teacher’s side and the student’s side, including uploading, downloading, deleting, updating, and searching operations of the three-dimensional video resources, the three-dimensional model packages, and the audio resources on the teacher’s side and the student’s side, so as to facilitate timely requesting of the resources on the teacher’s side and the student’s side from the module. Information transfer processing module: it is used to transfer and parse the control information sent from the teacher’s side to the student’s side and the feedback information from the student’s side to the teacher’s side, so that the teacher’s side and the student’s side can interact with each other in the data flow. Data push module: it is used to push relevant data information to the student side or the teacher side according to the request sent by the student side or the teacher side. Log management module: it is used to record some log information of the system itself, which is convenient for operation. Teacher’s side includes: account registration and login module, which is used to fill in personal information and the subject to be taught, etc. to register and make them become platform users. At the same time, according to the account number and password to log in, after logging in, the teacher side and the cloud platform side to establish a connection, the teacher user through the teacher side can view the corresponding information stored in the cloud platform side; Receiving module of the student side: It is used to receive the student user information of the student side to be taught, and the student side finds the online teacher side and joins the teaching of the teacher side, and the connection between the teacher side and the student side is realized through this module.

Platform function modules
After analyzing the platform functions and technical foundation, the platform is logically divided into three layers: interface representation layer, logical interface layer and data storage layer. Among them, the interface representation layer is a variety of web pages, client interface software with which the user directly interacts, the logical interface layer establishes an abstraction for the functions provided by the system, separating services and data, and the data storage layer is responsible for realizing the permanent storage of data from the logical interface layer.
According to the content of the above VR virtual classroom, the scene needed for the virtual classroom needs to be designed. Considering that the VR virtual classroom is for better teaching, it is necessary to take into account the psychological development and psychological needs of the students in the design of the scene, and to design the scene from the perspective of the students. Therefore, a total of two scenes are designed, one scene is a school scene and the other is a classroom scene. The school scene is downloaded from Unity3 Dasset store, after logging into the asset store, you can look for the resource packs according to your needs, among which there are free resource packs and paid resource packs. Here we can find the school scene in the 3D resource pack according to our needs. Select it, download it, and import it.
The software chosen for the classroom scene is 3ds Max, this is because the software is very suitable for indoor modeling, it is also very easy to get started, in the scene to create the main framework of the ground, walls, ceiling, and so on, and then add the camera to adjust the parameters of the camera, you can add the desks, benches, and other models to the created scene and then place the various models to the right position to complete the modeling, to the FBX format imported! In Unity3D, create a new folder under Assets, name the folder Classroom, put the saved FBX files into the new folder, and drag all the used textures into the folder, and then combine the corresponding materials, so that the objects in the scene have rich materials, and you can assign the same textures to multiple different objects. When selecting materials for each component of a building, make sure they all have a uniform color to minimize color confusion. In addition, the lighting conditions around the building need to be altered according to the building’s characteristics in order to enhance the three-dimensionality and layering of the building.
The creation of three-dimensional models is an important part of the combination of traditional teaching and virtual teaching, through the three-dimensional modeling software 3DS MAX and image processing software Photoshop, to establish a three-dimensional vector model of similar entities. The designed three-dimensional scene is mainly a landscape scenery scenery, to be mainly mountain water flow and other models, taking into account the stage characteristics of students, the use of color purity of the lower color set off bright colors, attract students’ attention to learning, alleviate learning fatigue. At the same time, it should be based on the content of the text and the data collected, and should not be constructed separately from the material.
Comparison of virtual classroom and traditional classroom is shown in Table 1.The integration of VR technology into the classroom brings a new way of teaching, which can make students feel the atmosphere of the classroom more intuitively, and can make students participate in classroom learning more actively. Compared with traditional teaching media, VR technology is more realistic, more visual and operable, which can make students understand the course content in depth, thus enhancing the effect of classroom teaching.
VR teaching is compared with traditional teaching
| Dimension | Video display | The traditional teaching media features animation display | Show | Characteristics of VR technology teaching |
|---|---|---|---|---|
| Veracity | Strong | Medium | Medium | Stronger |
| Dimensionality | — | — | — | Strong |
| Dynamism | Stronger | Medium | — | Strong |
| Participability | Medium | Medium | Weak | Strong |
In order to accurately represent the experimental document, the statistically based approach requires the whole text to be subdivided into words, which will determine the frequency of occurrence of each word. Words are the smallest, independently movable, meaningful linguistic components. All linguistic knowledge of computers comes from machine dictionaries (which give information about each of the words), syntactic rules (which describe the phenomenon of word aggregation in terms of various combinations of word classes), and semantic and contextual knowledge bases about words and sentences.
The idea of N-Gram statistical computational language modeling is that the occurrence of a word is closely related to the sequence of words occurring in its contextual environment, and the occurrence of the nth word is only related to the previous n-1 words and not to any other words, let W1W2W3…Wn be a string of words of length n, then the likelihood of the string W is represented by an equation shown in equation (1):
It is easy to see that in order to predict the probability of occurrence of the word Wn, the probability of occurrence of all the words preceding it must be known. Computationally, this approach is too complex. The problem can be greatly simplified if the probability of occurrence of Wi is related only to the two words that precede it. The language model at this point is called a ternary model, as shown in equation (2):
In general, the N-tuple model is the assumption that the probability of occurrence of the current word is only related to the N-1 words that precede it. It is important that these probability parameters are computable from large-scale corpora, such as the ternary probability as shown in Equation (3):
The open education model based on VR technology constructed above was applied to a university for implementation, and the correctness of its teaching model was verified after a seven-week teaching experiment. A questionnaire was used to measure the students’ reflective ability, and after the collected data were organized, the data were analyzed using SPSS 26.0. Before the beginning of the teaching experiment, the students in the two classes of the experimental class (open education model based on VR technology) and the control class (traditional teaching model) were tested, and the two classes used the same set of test questions, which were divided into single-choice and fill-in-the-blanks questions, totaling one hundred points, and at the end of the teaching experiment, the test papers were distributed again to the students of the experimental class and the control class, and the two classes used the same set of test questions, which were divided into single multiple-choice questions, fill-in-the-blank questions, two types of questions, a total of one hundred points, and the distribution of scores is the same as the pre-test questionnaire to ensure the validity of the test.
This part is mainly to statistically analyze the experimental pre-test and post-test scores of the experimental and control classes, and the results are shown in Table 2.
Test grade and comparison grade
| Statistical analysis of the experimental class and the comparison of the comparison class | |||||||
|---|---|---|---|---|---|---|---|
| Class | N | Mean | Standard deviation | Standard error mean | T | P | |
| Pretest | Experiment Class | 35 | 74.98 | 8.140 | 1.402 | 0.382 | 0.211 |
| Control class | 35 | 74.22 | 9.483 | 1.612 | 0.378 | ||
| Statistical analysis of experimental and cross-sectional results | |||||||
| Posttest | Experiment Class | 35 | 82.43 | 7.162 | 1.213 | 2.574 | 0.042 |
| Control class | 35 | 75.94 | 9.084 | 1.542 | 2.583 | ||
In the pre-test scores of the experimental and control classes, the mean values of the students’ scores were 74.98 and 74.22, and the difference between the mean scores of the two classes was extremely small, which could indicate that the overall difference in the scores of the two classes before the teaching experiment was relatively small. The test of variance equivalence has a significance value of 0.211 > 0.05, indicating homogeneity of the variance. It indicates that the variance in reflective skills between the two classes before the experiment started was not significant. In the post-test scores of the experimental and control classes, the mean values of the students’ scores are 82.43 and 75.94, and the mean scores of the two classes have been separated by a certain distance, which is able to indicate that the difference in the overall scores of the two classes is relatively large after the teaching experiment. The significance value of the variance equivalence test is 0.042 < 0.05, and the difference in the academic achievement ability of the two classes after the teaching experiment is significant. In the pre- and post-test scores of the experimental class, the mean values of the students’ scores were 74.98 and 82.43, and the difference in the mean scores was larger than that of the control class, which could indicate that the overall achievement of the experimental class was on the rise after the teaching experiment.
This part mainly focuses on the statistical analysis of the pre- and post-test scores of the experimental class before and after the experiment, and the statistical analysis of the data is shown in Table 3. After the one-sample t-test of the pre- and post-test scores of the experimental class, the P-value of the pre- and post-test scores is 0.001<0.05, which indicates that there is a significant difference between the scores of the experimental class after the teaching experiment and those before the teaching experiment, i.e., after the teaching of the open education teaching mode in the VR environment, the teaching of open education teaching mode is able to improve the students’ academic performance. The results show that the application of open education teaching mode in VR environments is generally good. Students’ participation in the classroom has improved, and their attention is more focused. Students’ interest in the teaching content and learning process increases when they use the teaching mode under the guidance of teachers, and they think that this kind of teaching mode, which allows them to experience, observe and operate, is more interesting than only explaining by teachers or playing videos.
Test grade
| Statistical analysis of the results of the experimental class | ||||||
|---|---|---|---|---|---|---|
| N | Mean | Standard deviation | Standard error mean | T | P | |
| Pretest | 35 | 75.13 | 8.140 | 1.402 | -14.415 | 0.001 |
| Posttest | 35 | 81.76 | 7.068 | 1.214 | -11.815 | 0.001 |
In order to understand the degree of achievement and differences between the open education classroom based on VR technology and the traditional open education classroom in the four deep-level teaching goals of attention, relevance, self-confidence, and satisfaction, the data recovered from the questionnaires of the students who participated in the experiment were statistically analyzed, and the results are shown in Figure 3.

The experimental group was compared with the control group
Attention level test results: after SPSS variance chi-square test, the overall variance of the two groups where the data are located is chi-square. Each of the 10 students in the experimental group and the control group has a T-test value of 5.373 in the attention of learning motivation, corresponding to a P-value of 0.032, and since 0.032<0.05, it indicates that there is a significant difference between the students of the experimental group (mean value of 40.025) and the control group (mean value of 31.225) in the level of attention after the experiment, which shows that the VR open education teaching mode in the process of open education classroom is conducive to stimulating and maintaining students’ attention.
The t-test value at the level of learning motivation relevance is 2.776, and the corresponding p-value is 0.044, due to 0.044<0.05, and the mean values of the experimental group and the control group after the experiment are 13.223, and 11.035, respectively. there is a significant difference at the level of relevance, which indicates that in the process of the open education classroom, the addition of VR technology promotes the integration of students to the old and the new knowledge, and helps students to understand the knowledge relevance to themselves, helps students understand the relevance aspect of knowledge and themselves, and can improve students’ understanding of the relevance of the knowledge they have learned to themselves.
The T-test value in the dimension of self-confidence in learning motivation is 3.541, and the corresponding P-value is 0.034. Since 0.034<0.05, there is a significant difference between the experimental group and the control group in the level of self-confidence after the experiment, and the difference in the mean value is 4.009. It indicates that the open education classroom of colleges and universities based on VR technology is conducive to helping the students cultivate their self-confidence in the process of open education classroom.
The t-test value at the level of satisfaction is 2.430, which corresponds to a p-value of 0.028, and since 0.028<0.05, the mean value of the students in the experimental group after the experiment is 14.673. The mean value of the control group after the experiment was 11.832, and there was a significant difference in the level of satisfaction. Therefore, it shows that the open education classroom process based on VR technology is beneficial in helping students develop a sense of satisfaction.
To further explore teachers’ attitudes toward the use of VR open education, this section of the questionnaire survey of 80 teachers in the school shows that teachers’ willingness to try to use VR open education for teaching is relatively flat, with younger teachers’ willingness to use it being stronger than that of older teachers. For this reason, the questionnaire continued to ask teachers what they thought were the advantages and problems of virtual reality educational games, and the statistical results are shown in Figure 4. Among them, the two advantages of “stimulating interest in learning (Question 1)” and “enlivening the classroom atmosphere (Question 2)” were widely recognized by teachers, and 42.5% of teachers affirmed the advantages of open education based on VR technology to “improve learning efficiency (Question 3)”. In terms of the existence of problems, 37.5% of teachers still believe that the technology will lead to students’ game addiction, while 33.75% and 25% of teachers believe that the technology is immature (question 5) and “schools do not support its use (question 6)”, respectively. Surprisingly, with the exception of a small percentage of the two options of “teachers are resistant to using (Question 7)” and “Students are not interested (Question 8)”, the vast majority of teachers have a negative view that open education based on VR technology can “improve test scores (Question 9)”. Among the other options (Question 10), some teachers mentioned that the equipment was too expensive, had side effects on physical and mental health, and affected vision health.

Statistical chart of teachers’ attitudes towards VR educational games
Immediately following this section, interviews were conducted with teachers in an attempt to understand how they view the prospects for the development of VR open education. The main concerns of the interviews were visualized by visualization with the help of N-gram word frequency analysis function. Among them, the word cloud of teachers’ hot words in the interviews is shown in Figure 5.

The teacher hot word cloud in the interview
Combining their word frequencies as shown in Table 4, it can be seen that learning (weight 1.8422), technology (weight 1.7453), and student (weight 1.6365) are the top three ranked keywords. The top-ranked keywords are dominated by positive feedback terms, for example, interest, prospect, stimulation, novelty, innovation, and efficiency. In contrast, the scattering of negative words is more scattered, which can be summarized as the following words, addicted (obsessed), dull, restrained, deviated, delayed, loss, limitation, sales pitch, and so on. In addition to this, neutral words appear less frequently than positive and negative words, yet neutral words that may imply a richer amount of information also appear in the periphery of the word cloud map, for example, cost (money, exorbitant), difficulty, textbook (teaching material), enduring, popularization, parents, etc.
Key words frequency table of teacher interview
| Key words | Word frequency | Weighting |
|---|---|---|
| Learning | 17 | 1.8422 |
| Technology | 13 | 1.7453 |
| Student | 12 | 1.6365 |
| Interest | 12 | 1.6365 |
| Virtual | 11 | 1.5284 |
| Game | 11 | 1.5284 |
| Education | 8 | 1.4526 |
| Reality | 7 | 1.4358 |
| Child | 6 | 1.3358 |
| Foreground | 6 | 1.3358 |
| Excitation | 5 | 1.2042 |
| Teaching | 5 | 1.2042 |
| Novelty | 4 | 1.1258 |
| Contact | 4 | 1.1258 |
| Innovate | 4 | 1.1258 |
| Technology | 3 | 1.0126 |
| Age | 3 | 1.0126 |
| Efficiency | 3 | 1.0126 |
In this paper, we firstly sorted out the related theories of virtual reality technology, open education and ARCS learning model, and then combined VR technology with ARCS learning model to construct an open education teaching model based on VR technology, and implemented the teaching practice of VR open education model. Finally, the effect of teaching is analyzed using a survey and a comparative experimental method. The conclusion is as follows: Before and after being taught by the VR open education model, the P value of the independent sample test of the experimental group’s academic performance is 0.001, and there is a significant difference. Therefore, the VR open education mode can improve students’ academic performance. In the dimensions of attention level, relevance level, self-confidence and learning interest, there are significant differences between the experimental group and the control group before and after teaching. Therefore, the teaching method in this paper can enhance students’ learning motivation. It is widely recognized that VR open education model can stimulate the interest in learning and active classroom atmosphere. In the word frequency analysis, positive feedback words are predominant, such as interest, prospect, and so on.
