ABSTRACT VIEW
STUDY ON THE DEVELOPMENT OF EDUCATIONAL KIOSK CONTENT USING VIRTUAL REALITY
J. Na
University of Namseoul (KOREA, REPUBLIC OF)
In the post-pandemic era, the use of self-service kiosks has become increasingly widespread, but many elderly users (55 and older) face difficulties due to digital illiteracy. The lack of familiarity with touch interfaces, navigation menus, and payment systems has created a significant barrier, often leading to frustration and exclusion from essential services such as ordering food, purchasing tickets, or accessing banking services. This study focuses on the development of VR-based educational content to enhance digital literacy among elderly users by providing an immersive, practical, and adaptable learning experience.

Virtual reality (VR) offers an effective solution to bridge the digital divide, as it allows users to interact with kiosk interfaces in a simulated environment without real-world consequences. Unlike traditional training methods, VR enables repetitive practice in a controlled, engaging setting, which reduces anxiety and increases retention. By incorporating gamification, step-by-step guidance, and real-time feedback, VR-based training can significantly improve the usability of kiosks for elderly individuals.

The study explores the design and implementation of VR-based educational kiosk content by analyzing the key challenges elderly users face when interacting with kiosks. These challenges include cognitive overload, low visual acuity, difficulty in understanding icons and text, and lack of confidence in digital interactions. The proposed VR training program addresses these issues by providing customized difficulty levels, voice-assisted navigation, and interactive tutorials that gradually introduce users to kiosk functionalities.

To ensure effectiveness, the research employs usability testing, user experience evaluation, and iterative design improvements based on participant feedback. By engaging elderly users in a safe and stress-free virtual environment, the training content aims to build familiarity and confidence, ultimately enabling independent kiosk usage.

The results indicate that VR-based educational interventions can significantly enhance digital competency among elderly users, leading to increased accessibility and inclusion in modern digital services. The study also highlights the potential for expanding VR training applications beyond kiosks to other public digital interfaces such as ATMs, ticket machines, and smart city services.

This research contributes to the ongoing discourse on human-computer interaction (HCI) and digital inclusion by demonstrating how immersive technologies can empower vulnerable populations and foster a more inclusive digital society. The findings emphasize the need for continued innovation in user-centered design, adaptive learning systems, and VR-assisted training methodologies to bridge the digital literacy gap effectively.

Keywords: Metaverse, Virtual Reality, Kiosk, Educational Content.

Event: EDULEARN25
Session: Emerging Technologies in Education
Session time: Tuesday, 1st of July from 08:30 to 13:45
Session type: POSTER