ABSTRACT VIEW
VIRTUAL CLASSROOMS: TOOLS FOR CREATION AND USE
J.L. Bernal-Agustín, J.S. Artal-Sevil, R. Dufo-López, J.M. Lujano-Rojas, J.A. Domínguez-Navarro, J.M. Yusta-Loyo
Universidad de Zaragoza (SPAIN)
The use of virtual classrooms is highly beneficial for both face-to-face and blended learning. They can be implemented in almost all degree programs and subjects, reducing the need for travel and increasing available time for teachers and students. This study conducted an exhaustive review of available platforms for creating and using virtual classrooms, selecting those with the best pedagogical and technological advantages. The inclusion of virtual tours and virtual reality glasses was considered essential, as they provide immersive experiences that significantly enhance students' understanding and learning.

To evaluate the different platforms, surveys were conducted with students to identify what they value most in a virtual classroom. Statistical techniques were applied to analyze the survey data and determine the necessary features of virtual classrooms to enhance the teaching-learning process.

Existing tools like Moodle, Canvas, and Google Classroom have limitations and require exploring other options, as they do not provide a fully immersive experience similar to face-to-face classes. The best tool identified, which is also free, is BigBlueButton. However, it has some shortcomings and does not meet all student requirements for a virtual classroom. Despite its current limitations, BigBlueButton was determined to be the most suitable for blended and distance learning after reviewing available platforms.

The impact of these findings is expected to grow with the development of a new teaching innovation project. This project, inspired by the completed study, will use Unity as a development environment to create a tool that better aligns with students' preferences. The student survey provided valuable insights into what features are most important for distance learning environments, guiding the direction of this new project.

In conclusion, while current platforms like BigBlueButton offer many advantages, further development is necessary to create more immersive and effective virtual classrooms. Future works by the authors aim to address these needs using advanced technologies like Unity and artificial intelligence, promising significant improvements in the teaching-learning process.

Keywords: Education, flipped Learning, game-based Learning, gamification, ICT Skills Development, educational research, learning and teaching Innovations.