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.
Studies in Science Education,
Journal Year:
2022,
Volume and Issue:
59(2), P. 205 - 244
Published: July 2, 2022
The
advanced
visualisation
and
interactive
capabilities
make
immersive
virtual
reality
(IVR)
attractive
for
educators
to
investigate
its
educational
benefits.
This
research
reviewed
64
studies
published
in
2016–2020
understand
how
science
designed,
implemented,
evaluated
IVR-based
learning.
design
features
(sensory,
actional,
narrative,
social)
originally
suggested
by
Dede
provided
the
framework
analysis
of
IVR
designs.
Educators
commonly
adopted
better
aid
abstract
concepts
enhance
learning
experience.
applications
tended
have
sensory
actional
features,
leaving
out
narrative
social
features.
Learning
theories
did
not
appear
play
a
strong
role
design,
implementation,
evaluation
Participants
generally
reported
their
experiences
as
positive
on
engagement
motivation
but
outcomes
were
mixed.
No
particular
identified
result
outcomes.
Careful
consideration
alignment
with
rationales
adopting
methods
may
contribute
more
productive
investigations
benefits
improve
teaching
Computers & Education,
Journal Year:
2022,
Volume and Issue:
195, P. 104701 - 104701
Published: Dec. 20, 2022
To
investigate
how
learning
in
immersive
Virtual
Reality
was
designed
contemporary
educational
studies,
this
systematic
literature
review
identified
nine
design
features
and
analysed
219
empirical
studies
on
the
designs
of
activities
with
Reality.
Overall,
technological
for
physical
presence
were
more
readily
implemented
investigated
than
pedagogical
engagement.
Further
analysis
k-means
clustering
revealed
five
approaches
varying
levels
interactivity
openness
tasks,
from
watching
virtual
worlds
passively
to
responding
personalised
prompts.
Such
differences
appeared
stem
different
practical
priorities,
such
as
accessibility,
interactivity,
This
highlights
diversity
task
illustrates
researchers
are
navigating
concerns.
We
recommend
future
recognise
priorities
when
designing
evaluating
also
that
reviews
Reality-based
not
only
by
topics
or
learner
demographics,
but
experiences.
Safety Science,
Journal Year:
2023,
Volume and Issue:
171, P. 106372 - 106372
Published: Nov. 18, 2023
Unsafe
behaviour
in
the
workplace
and
disaster
events
can
lead
to
serious
harm
damage.
Safety
training
has
been
a
widely
studied
topic
over
past
two
decades.
Its
primary
aim
is
save
lives
minimise
damage
but
requires
regular
refreshers.
New
digital
technologies
are
helping
process
of
enhancing
safety
for
better
knowledge
acquisition
retention.
Among
them,
Virtual
Reality
(VR)
provide
an
engaging
exciting
experience,
there
need
evaluate
its
application
effectiveness
training.
This
study
aims
investigate
VR
solutions
applied
various
industries
(excluding
medical
military
applications),
such
as
construction,
fire,
aviation,
mining.
was
achieved
by
systematically
reviewing
52
articles
published
between
2013
2021
answer
nine
research
questions.
Fourteen
domains
were
examined,
with
construction
fire
being
most
prevalent
since
2018.
Findings
reveal
that
only
small
percentage
(9.6
%)
studies
explicitly
adopted
theories
while
developing
testing
applications.
Additionally,
this
review
highlights
critical
long-term
retention
measurements,
36
%
provided
data.
Finally,
meta-analyses
proposed
work
demonstrate
outperforms
traditional
terms
Journal of Computer Assisted Learning,
Journal Year:
2021,
Volume and Issue:
37(5), P. 1263 - 1284
Published: June 1, 2021
Abstract
Experiences
in
immersive
3D
virtual
reality
(VR)
are
more
presence‐inducing,
and
so
it
may
be
tempting
to
claim
that
content
will
learned
better
VR.
This
randomized
control
trial
study
on
natural
selection
challenges
assumption.
answers
the
question
of
whether
learning
STEM
an
VR
environment
is
always
superior
via
a
2D
monitor
(PC).
2
×
3
design.
The
first
factor
platform
immersivity
(low
=
PC,
or
high
VR),
second
level
embodiment
(lower
watching
playback
video,
higher
using
mouse/controller
agentically
manipulate
content),
third
test
time
(pretest,
posttest,
follow‐up).
There
was
significant
main
effect
for
embodiment,
embodied
agentic
groups
most.
not
platform,
because
participants
low
group
performed
significantly
worse
than
three
other
groups.
Although,
one
embodied,
retained
most
knowledge.
A
path‐analysis
revealed
mediated
by
presence,
agency,
engagement.
smaller
gain
condition
suggests
come
experience
with
expectations
about
agency
content,
when
those
were
met,
disconnect
deleterious
learning.
More
interactive
manipulable
encouraged.
Design
critical,
destiny.
Interactive Learning Environments,
Journal Year:
2021,
Volume and Issue:
31(8), P. 4956 - 4976
Published: Oct. 20, 2021
With
the
rapid
development
of
information
technologies,
virtual
reality
(VR)
has
caught
much
attention
in
education.
However,
scanty
studies
have
been
committed
to
a
meta-analysis
its
effect
education
terms
various
components.
This
study,
through
meta-analysis,
systematically
reviews
VR
technologies
on
educational
outcomes
It
concludes
that
generally
exert
strong
and
positive
influence
despite
some
negative
findings
their
anxiety,
cognition,
creativeness,
gender
differences,
learning
attitudes,
learner
satisfaction,
engagement.
Future
research
could
expand
by
including
more
publications
examine
interdisciplinary
cooperation.HighlightsThe
use
significantly
improve
overall
at
.05
level
education;The
achievements
level;A
proper
VR-based
design
may
be
conducive
results.
2022 International Arab Conference on Information Technology (ACIT),
Journal Year:
2022,
Volume and Issue:
unknown, P. 1 - 9
Published: Nov. 22, 2022
The
small
and
medium
enterprises
(SMEs)
working
in
UAE
are
facing
challenges
to
develop
a
competitive
advantage.
bad
decision-making
by
the
management
is
reason
behind
failure
of
SMEs.
Therefore,
purpose
this
study
identify
role
business
analytics
as
advantage
for
SMEs
utilizing
quantitative
data
collected
from
employees
UAE.
500
questionnaires
were
distributed
collect
data;
370
considered
analyses.
findings
revealed
important
developing
Besides,
analytics,
competition,
top
management,
technological
assets
critical
right
decision-making.
Consequently,
contributes
body
knowledge
with
theoretical
framework
defining
relationship
between
different
variables
study.
also
has
practical
implications
enhancing
Journal of Computer Assisted Learning,
Journal Year:
2022,
Volume and Issue:
38(5), P. 1254 - 1272
Published: June 20, 2022
Abstract
Background
Blended
learning
programs
in
Kindergarten
through
Grade
12
(K‐12)
classrooms
are
growing
popularity;
however,
previous
studies
assessing
their
effects
have
yielded
inconsistent
results.
Further,
not
been
completely
quantitatively
synthesized
and
evaluated.
Objectives
The
purpose
of
this
study
is
to
synthesize
the
overall
blended
on
K‐12
student
performance,
distinguish
most
effective
domains
outcomes,
examine
moderators
effects.
Methods
For
purpose,
conducted
a
meta‐analysis
84
published
between
2000
2020,
involved
30,377
students.
Results
Conclusions
revealed
that
can
significantly
improve
students'
performance
[
g
=
0.65,
p
<
0.001,
95%
CI
(0.54–0.77)],
particularly
cognitive
domain
0.74,
(0.61–0.88)).
testing
indicates
factors
moderating
impact
these
included
group
activities,
educational
level,
subject,
knowledge
type,
instructor,
sample
size,
intervention
duration
region.
Implications
results
indicate
an
way
compared
traditional
face‐to‐face
(F2F)
learning.
Additionally,
findings
highlight
valuable
recommendations
for
future
research
practices
related
approaches
settings.