Immersive and Tangible VR Tool for Learning about Pre- and Post-Atomic Bombing Environments

Main Article Content

Norio Setozaki
Hayate Kitahara
Fumito Kitamura

Abstract

Existing literature lacks tools that combine spatial, multisensory exploration with historically grounded, learner-centered content to foster a deeper understanding of pre- and post-atomic bombing environments. Therefore, this study introduces an immersive, tangible virtual reality (VR)-based educational tool designed to facilitate exploratory learning about Nagasaki's environment before and after the atomic bombing. The system integrates tangible user interfaces with VR, enabling learners to build virtual cityscapes by arranging physical building models. Learners can transition between pre- and post-atomic bombing environments to explore detailed visualizations enhanced by sound, animation, and multimedia. A user study involving university students revealed that the VR tool increased interest in peace-related topics, especially post-bombing history, and improved engagement and concentration. Comparative analysis indicated that the VR environment was more effective than a 2D digital map in conveying the atmosphere of the pre- and post-bombing settings and supporting historical understanding. These findings suggest that immersive, tangible VR is a valuable medium for peace education, fostering experiential and emotional engagement with historical content.

Article Details

How to Cite
Immersive and Tangible VR Tool for Learning about Pre- and Post-Atomic Bombing Environments. (2025). International Journal for Educational Media and Technology, 19(1). https://ijemt.org/index.php/journal/article/view/366
Section
Original Papers

How to Cite

Immersive and Tangible VR Tool for Learning about Pre- and Post-Atomic Bombing Environments. (2025). International Journal for Educational Media and Technology, 19(1). https://ijemt.org/index.php/journal/article/view/366