The use of gaming software and hive technology in the construction of virtual field education of the tanqua karoo
Abstract
Geology is a field-based profession where it is mandatory for students to travel to
distant locations for field-based training. However, in times such as the COVID-19 global
pandemic, tight budget constraints, and large classes, make embarking on multiple field trips
challenging. With digital technology moving to a position where “virtual” visits to geological
sites could offer some of the information and interactions that are commonly acquired through
field excursions, the creation of Virtual Field Trips (VFT) has become attainable. VFTs attempt
to portray a real-world environment of a particular location through a compilation of data and
photographs. Virtual trips also preserve geological sites for future generations and promote
accessibility to people with mobility restrictions. It can also be used as a guide to rebuild and
improve future virtual field trips in the field of geology. This study then aims to develop a VFT
of the Tanqua Karoo study area to introduce 4th-year Geology students to the necessary
information they need to understand before going on the physical field excursion. This study
looks at the type of work that goes into creating a Virtual Field Trip (VFT) and its effect on
improving student understanding of the area. The final reports of two different groups of
students from 2021 and 2022 are studied to look at how the VFT has affected their performance.