Ohm VR: solving electronics escape room challenges on the roadmap towards gamified STEAM education DOI
Piotr Zamojski,

Norbert Barczyk,

Marek Frankowski

et al.

2022 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops (VRW), Journal Year: 2023, Volume and Issue: unknown, P. 532 - 535

Published: March 1, 2023

We present a prototype of VR application containing puzzles in-spired by Electronics and Telecommunication classes validated qual-itatively. The design utilizes escape room mechanics the features 3 levels: solving resistors circuits, amplifier circuit network configuration. It is implemented with Unity for Meta Quest 2 platform. experience lasts about 30–45 minutes. was evaluated usability user tests conducted $\mathrm{N}=5$ users. Learning outcome knowledge retention measured pre-test post-test.

Language: Английский

Mastery experiences in immersive virtual reality promote pro-environmental waste-sorting behavior DOI Creative Commons
Valdemar Stenberdt, Guido Makransky

Computers & Education, Journal Year: 2023, Volume and Issue: 198, P. 104760 - 104760

Published: Feb. 17, 2023

The rapid digitalization following COVID-19 necessitates best-practice knowledge on how to use educational technologies such as immersive virtual reality (IVR). At the same time, deal with climate change, we require new ways embed change education in formal education. current study is one of first investigate feasibility an alternative approach improving waste management classroom part education, utilizing mastery experiences IVR. We explore a novel IVR simulation management, example pro-environmental behavior, for A total 173 high school students participated pre-registered intervention investigating impact and intentions act pro-environmentally. 2x2 design was used compare different approaches based instructional elements instruction sequence (Direct Instruction vs. Productive Failure) feedback (Corrective Feedback Exaggerated Feedback). results indicated that effective increasing students' (η2 = 0.41), 0.10), self-efficacy 0.4), response efficacy 0.35) found interesting enjoyable. Furthermore, predict (B 0.190, p .015), supporting idea cognitive affective factors drive effectiveness No significant differences were elements. This suggests can be technology learning through experiences, but more research boundary conditions when apply effectively needed.

Language: Английский

Citations

39

The Efficacy of Virtual Reality in Climate Change Education Increases with Amount of Body Movement and Message Specificity DOI Open Access
Anna Carolina Muller Queiroz, Géraldine Fauville, Adina Abeles

et al.

Sustainability, Journal Year: 2023, Volume and Issue: 15(7), P. 5814 - 5814

Published: March 27, 2023

Climate change impacts are felt globally, and the increasing in severity intensity. Developing new interventions to encourage behaviors that address climate is crucial. This pre-registered field study investigated how design of a virtual reality (VR) experience about ocean acidification could impact participants’ learning, behavior, perceptions through manipulation message framing, sex voice-over pace experience, amount body movement. The was run 17 locations such as museums, aquariums, arcades U.S., Canada, U.K., Denmark. movement causal mechanism, eliciting higher feelings self-efficacy while hindering learning. Moreover, linking VR narrative linguistically impaired learning compared framing did not make connection. As participants learned more they perceived risks associated with higher, were likely engage pro-climate behavior. results shed light on mechanisms behind can teach influence

Language: Английский

Citations

33

Lessons for/in virtual classrooms: designing a model for classrooms inside virtual reality DOI
Eugy Han, Jeremy N. Bailenson

Communication Education, Journal Year: 2024, Volume and Issue: 73(2), P. 234 - 243

Published: March 20, 2024

Language: Английский

Citations

9

Integrating Community-Based Participatory Research Into Immersive Narratives DOI
Haley R. Hatfield, Sun Joo Ahn

Journal of Media Psychology Theories Methods and Applications, Journal Year: 2025, Volume and Issue: 37(2), P. 101 - 115

Published: April 1, 2025

Abstract: As part of a larger, years-long community-academic partnership, this study explores the integration Community-Based Participatory Research (CBPR) and Systematic Representative Design (SRD) in co-designing virtual reality (VR) narrative depicting environmental racism. Through semi-structured interviews with community partners health experts, an iterative design process refined VR experience to ensure cultural appropriateness relevance. The findings highlight potential integrating CBPR SRD approaches create narratives on systemic inequities racism that are co-created affected communities. Challenges balancing interactivity coherence were identified, underscoring need for ongoing involvement refinement. This approach shifts from top-down model one rooted shared agency appropriate representation, pushing narrative’s understanding lived realities shaped by

Language: Английский

Citations

1

Are virtual reality applications effective for construction safety training and education? A systematic review and meta-analysis DOI
Siu Shing Man, Huiying Wen, Billy C. L. So

et al.

Journal of Safety Research, Journal Year: 2023, Volume and Issue: 88, P. 230 - 243

Published: Dec. 2, 2023

Language: Английский

Citations

21

“Better than my professor?” How to develop artificial intelligence tools for higher education DOI Creative Commons
Stefano Triberti, Raffaele Di Fuccio, Chiara Scuotto

et al.

Frontiers in Artificial Intelligence, Journal Year: 2024, Volume and Issue: 7

Published: April 10, 2024

Artificial Intelligence (AI) tools are currently designed and tested in many fields to improve humans' ability make decisions. One of these is higher education. For example, AI-based chatbots ("conversational pedagogical agents") could engage conversations with students order provide timely feedback responses questions while the learning process taking place collect data personalize delivery course materials. However, existent able perform tasks that human professionals (educators, tutors, professors) perform, just a timelier manner. While discussing possible implementation our university's educational programs, we reviewed current literature identified number capabilities future AI solutions may feature, education processes, focus on distance Specifically, suggest innovative influence methodologies by which approach learning; facilitate connections information attainment beyond materials; support communication professor; and, draw from motivation theories foster engagement, personalized Future research should explore high-level opportunities represented for education, including their effects outcomes quality experience as whole.

Language: Английский

Citations

7

Virtual Environment, Real Impacts: A Self-determination Perspective on the use of Virtual Reality for Pro-environmental Behavior Interventions DOI Creative Commons
Rui Xiong, Shirley S. Ho, Wenqi Tan

et al.

Environmental Communication, Journal Year: 2024, Volume and Issue: 18(5), P. 628 - 647

Published: June 10, 2024

Plastic waste is a serious environmental problem worldwide. Effective communication key to mobilizing the public adopt pro-environmental behaviors for reducing plastic waste. While virtual reality (VR) proposed as viable tool that could overcome several challenges facing communication, certain limitations exist in extant literature, making it unclear whether modality of VR itself, rather than some extraneous factor, accounts outcomes. Hence, adopting between-subjects experimental design, this study improves on past research by comparing efficacy game with an equivalent computerized quiz increasing participants' behavioral intention. Our results indicate (vs. quiz) has comparative advantage intention learn about (BIL). Furthermore, guided self-determination theory, we find perceived autonomy and autonomous motivation serve serial mediators relationship between BIL.

Language: Английский

Citations

6

Effectiveness of Virtual Reality on Chinese as a second language vocabulary learning: perceptions from international students DOI
Chen Chen, Yifeng Yuan

Computer Assisted Language Learning, Journal Year: 2023, Volume and Issue: unknown, P. 1 - 29

Published: March 24, 2023

This study explores the effectiveness of Virtual Reality (VR) in Chinese as a second language (CSL) vocabulary learning from international students' perspective. A new theoretical framework VR-based was designed and verified to serve investigation. total 30 students CSL university participated study. Data were collected through tests, questionnaire, semi-structured interviews. Findings indicate that VR approach can effectively facilitate retention, well positive experience. provides an authentic repetition-enabled context. In immersive environment, higher rate engagement interactions multimodal, immediate, learner-friendly scaffolding benefit learning. Results also motivate be actively involved build their skills despite some challenges. Investigation wider range learners with different backgrounds levels, differences between traditional is recommended for future research. Additionally, teachers' perceptions are worthy consideration.

Language: Английский

Citations

16

Investigating the impact of scenario and interaction fidelity on training experience when designing immersive virtual reality-based construction safety training DOI Creative Commons
Yanfang Luo, Seungjun Ahn, Ali Abbas

et al.

Developments in the Built Environment, Journal Year: 2023, Volume and Issue: 16, P. 100223 - 100223

Published: Sept. 1, 2023

Safety training is an effective method to reduce safety issues. Immersive virtual reality (IVR) for has gained attention in high-risk industries, but the trade-off between realism and abstraction IVR-based not fully understood. This study investigated impact of scenario interaction fidelity on forklift training, focusing presence usability. Scenario varied Level Development (LOD) IVR model (high LOD vs. low LOD), while control interface (steering wheel pedals keyboard). A 2-by-2 experiment with 120 participants examined high/low fidelity. Results showed enhanced usability significantly, had no effect. The scenarios more influential immersion than realism. These findings aim balance simulation learning outcomes help guide development cost-efficient training.

Language: Английский

Citations

15

Optimizing the Educational Potential of Virtual Reality: The Effects of Virtual Reality and Pop Quizzes on Spatial Presence and Efficacy Perceptions DOI
Jisoo Ahn, Ghee-Young Noh

International Journal of Human-Computer Interaction, Journal Year: 2024, Volume and Issue: unknown, P. 1 - 12

Published: Feb. 13, 2024

Reflecting the trend of virtual reality (VR) studies in crisis and disaster communication, this study designed VR content on fire evacuation aimed to investigate effects for educational purposes perceptual cognitive factors. Using a 2 (viewing condition: video vs. VR) × (quiz: presence absence) between-subjects design, an experiment was conducted with 176 university students South Korea. Findings revealed that participants who were exposed (compared video) experienced greater spatial and, turn, had higher response efficacy self-efficacy. The inclusion pop quizzes material hindered evaluation direct indirect VR. findings can contribute expanding theoretical framework research identifying learning-related factors develop more effective materials related evacuation.

Language: Английский

Citations

4