Computers & Education,
Год журнала:
2023,
Номер
198, С. 104760 - 104760
Опубликована: Фев. 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.
Technology Pedagogy and Education,
Год журнала:
2022,
Номер
31(4), С. 471 - 491
Опубликована: Янв. 30, 2022
Virtual
reality
technology
has
existed
since
the
late
1950s;
however,
its
use
in
educational
sector
been
limited
because
of
cost
equipment,
inaccessibility
technology,
issues
usability,
and
lack
appropriate
content
educator
training.
New
technological
advances
have
resolved
some
these
limitations.
Additionally,
affordable
virtual
equipment
that
predominately
used
with
adults
shows
compelling
results,
highlighting
potential
this
when
children
for
purposes.
This
article
presents
an
overview
immersive
reality’s
as
a
learning
tool
children,
current
uses,
research
purposes,
existing
barriers
applicability
implementation
school
settings.
Scientific Reports,
Год журнала:
2022,
Номер
12(1)
Опубликована: Март 17, 2022
Vaccine
hesitancy
poses
one
of
the
largest
threats
to
global
health.
Informing
people
about
collective
benefit
vaccination
has
great
potential
in
increasing
intentions.
This
research
investigates
for
engaging
experiences
immersive
virtual
reality
(VR)
strengthen
participants'
understanding
community
immunity,
and
therefore,
their
intention
get
vaccinated.
In
a
pre-registered
lab-in-the-field
intervention
study,
participants
were
recruited
public
park
(tested:
[Formula:
see
text],
analyzed:
text]).
They
randomly
assigned
experience
immunity
gamified
environment
([Formula:
text]
sample),
or
receive
same
information
via
text
images
sample).
Before
after
intervention,
indicated
take
up
hypothetical
vaccine
new
COVID-19
strain
(0-100
scale)
belief
as
responsibility
(1-7
scale).
The
study
employs
crossover
design
(participants
later
received
second
treatment),
but
primary
outcome
is
effect
first
treatment
on
intention.
After
VR
treatment,
with
less-than-maximal
intention,
increases
by
9.3
points
(95%
CI:
7.0
text-and-image
raises
3.3
(difference
effects:
5.8,
95%
2.0
also
0.82
0.37
results
suggest
that
interventions
are
an
effective
tool
boosting
they
can
be
applied
"in
wild"-providing
complementary
method
advocacy.
Computers & Education,
Год журнала:
2023,
Номер
198, С. 104760 - 104760
Опубликована: Фев. 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.