Boredom in Online Activity during COVID-19 Outbreak Causing Dysfunctional Behaviors of Adolescent Students: Phenomenological Study to the Creation of Virtual Reality Classroom
Asst. Prof. Dr. Sovaritthon Chansaengsee
Department of Education
Granted by Faculty of Social Sciences and Humanities, Mahidol University
Boredom is the phenomenon most adolescent students have been struggling, especially during the pandemic that they were regularly mandated to stay in new normal way. Boredom is a common academic feeling that causes students feel less eager to engage in online class activities especially during the pandemic. During the COVID-19 crisis, online learning and online activities play a high role, especially among teenagers which most schools in Thailand have started to offer online tuition in order to keep teaching and learning going; however, boredom with online activities especially online learning has occurred.
Fortunately, the combination of VR into online class sounds optimistic as this technology can guarantee the excitement of the lesson. Several educators have implemented VR to promote students’ intrinsic motivation and most become successful. The richer learning environment provided in VR helps students accumulate interesting learning experience online with the flourishing characteristics of immersion, interaction, and imagination, and it encourages deeper learning of students.
This project granted by Faculty of Social Sciences and Humanities aimed to study the life experience of boredom towards online activities leading to dysfunctional behaviors of teens, to survey the preference of online learning methods of Thai adolescent students, and to create Virtual Reality classroom for English writing class. The researcher; hence, created four-station-learning VR classroom for English writing class according to the consideration of four elements, including contents and learning activities, environmental design, multimedia invention, and online platform. All discoveries can be applied into many fields such as behavioral science, psychology, education, and science and technology to ignite the idea and enhance online learning to become more motivating and to reduce the boredom of adolescent students.