Measurement of the level of knowledge of augmented reality in regular basic education teachers of the computer course in Metropolitan Lima after the first year of the health emergency caused by the COVID-19 virus DOI Open Access
Josefina Amanda Suyo-Vega, Mónica Elisa Meneses-La-Riva, Víctor Hugo Fernández-Bedoya

и другие.

Опубликована: Янв. 1, 2023

Augmented reality offers an innovative platform for education as it allows students and teachers a meaningful learning experience, benefiting by allowing them to create interactive content that can be accessed from anywhere. The objective was determine the level of knowledge augmented (and its dimensions) in regular basic computer course Metropolitan Lima after first year health emergency caused COVID-19 virus. As methodology, approach quantitative, crosssectional with non-experimental design. sample consisted 58 working institutions Lima, charge courses. A questionnaire used measure about AR teaching-learning process. instrument consists 3 dimensions: experience technology, teaching practice ICT educational experience. This had 15 items validated three experts; is highly reliable (Cronbach's alpha = 0.8). result, follows: 48.3% respondents are at high level, 22.4% medium 29.3% low level. results obtained show have most cases, but application classroom not widespread due some factors (which could professional, personal or specialized training), which limit use technological resources their sessions. It concluded teach greater interactivity, improves student information retention, provides memorable experiences.

Язык: Английский

Immediate Impact of an 8-Week Virtual Reality Educational Program on Burnout and Work Engagement Among Health Care Professionals: Pre-Post Pilot Study DOI Creative Commons
José Ferrer Costa, N Moran, Carlos Garcia Marti

и другие.

JMIR XR and spatial computing., Год журнала: 2024, Номер 1, С. e55678 - e55678

Опубликована: Апрель 25, 2024

Background Health care professionals globally face increasing levels of burnout characterized by emotional exhaustion, depersonalization, and a reduced sense accomplishment, it has been notably exacerbated during the COVID-19 pandemic. This condition not only impacts well-being health workers but also affects patient contributes to significant economic burden. Traditional approaches mitigating have included various psychosocial interventions, with mindfulness being recognized for its effectiveness in enhancing mental stress management. The emergence virtual reality (VR) technology offers novel immersive platform delivering management training. Objective study aimed evaluate immediate impact an 8-week VR educational program on work engagement among professionals. Methods nonrandomized pre-post intervention enrolled 90 professionals, including nurses, physicians, allied staff, from 3 different centers. Of these 83 (92%) completed program. consisted 8 weekly sessions 10-13 minutes each, using Meta Quest 2 headsets. focused Maslach Burnout Inventory (MBI) Utrecht Work Engagement Scale (UWES) were used assessments. Data analysis involved inferential statistical techniques evaluating scales, paired t tests normally distributed variables Wilcoxon signed rank nonnormally variables. significance changes was indicated P values <.05, effect sizes measured Cohen d r quantifying magnitude intervention’s effect. Results revealed improvements MBI UWES indices after (P<.05). Specifically, showed reductions exhaustion (t82=5.58; P<.001; d=0.61) depersonalization (t82=4.67; d=0.51), increase personal accomplishment (t82=−3.62; d=0.4). enhancements vigor (t82=−3.77; d=0.41), dedication (Z=−3.63; r=0.41), absorption (Z=−3.52; r=0.4). Conclusions provides initial data supporting VR-based programs reducing While limitations, such as absence control group, are acknowledged, coupled high participant adherence minimal discomfort underline potential interventions settings. These encouraging findings pave way more comprehensive studies, randomized controlled trials, further validate expand upon results.

Язык: Английский

Процитировано

7

Virtual vs. Traditional Learning in Higher Education: A Systematic Review of Comparative Studies DOI Creative Commons

Tommaso Santilli,

Silvia Ceccacci, Maura Mengoni

и другие.

Computers & Education, Год журнала: 2024, Номер unknown, С. 105214 - 105214

Опубликована: Дек. 1, 2024

Язык: Английский

Процитировано

5

Specification of a smart-analysis system of sound events for smart environments DOI Creative Commons

Gabriela Santiago,

José Aguilar

Applied Computing and Informatics, Год журнала: 2025, Номер unknown

Опубликована: Янв. 22, 2025

Язык: Английский

Процитировано

0

Multimedia Teaching Methods in IVR for University Students in Vietnam: Segmentation or Summary? DOI
Nguyen Chau,

Tran Minh Hanh,

Luong Thi Nham

и другие.

Lecture notes in networks and systems, Год журнала: 2025, Номер unknown, С. 487 - 498

Опубликована: Янв. 1, 2025

Язык: Английский

Процитировано

0

Immersive virtual reality training to identify and investigate child abuse: a review of emerging progress and future directions DOI Creative Commons

T. Chandramohan Reddy,

Siddhartha Sinha

Frontiers in Virtual Reality, Год журнала: 2025, Номер 6

Опубликована: Март 13, 2025

Child abuse is a pervasive global issue with enduring consequences, and conversations children are central to its detection intervention. However, these fraught psychological developmental complexities, professionals across legal, medical, educational fields often report feeling ill-equipped navigate them. Most critically, forensic interviewers frequently rely on coercive questioning techniques, undermining the validity of children’s testimonies in court. Traditional training methods elicit reliable verbal disclosures have remained ineffective, driving interest using immersive virtual reality (VR) provide simulated child victims. To assess existing evidence base, reproducible systematic search was conducted APA PsycInfo, PsycArticles, PubMed, Mendeley, Google Scholar. While early studies suggest VR enhances professionals’ self-efficacy learning outcomes, empirical validation remains limited, indicating critical gaps for future address. This scoping review synthesizes emerging research protection training, evaluating efficacy, limitations, methodological rigor professional contexts.

Язык: Английский

Процитировано

0

Fostering Creative Thinking in Elementary Education: Integrating Social Inquiry Learning with Interactive Audio-Visual Media DOI Creative Commons
Reza Syehma Bahtiar,

Jarmani Jarmani,

Ellena Aurellia Putri

и другие.

At-Thullab Jurnal Pendidikan Guru Madrasah Ibtidaiyah, Год журнала: 2025, Номер 8(2), С. 229 - 241

Опубликована: Янв. 20, 2025

This study investigates the integration of social inquiry learning with interactive audio-visual media to enhance creative thinking among primary school students. The used a qualitative case method, focusing on Grade 5 class at SDN Jajartunggal III, Surabaya. Data collection methods included participatory observations, semi-structured interviews teachers, and student artifacts analysis. sought understand how this instructional Model affects fluency, flexibility, originality, elaboration in students’ thinking. findings revealed that media, such as digital storytelling animated simulations, significantly increased engagement facilitated problem-solving. Students were able delve deeper into issues, collaborate more effectively, express ideas confidently. also underscored critical role teachers facilitating integrated approach, their ability balance structured guidance open-ended was key fostering creativity. In conclusion, contributes understanding combining can creativity elementary education. results highlight importance teacher facilitation suggest further should investigate long-term impacts pedagogical approach across different educational contexts.

Язык: Английский

Процитировано

0

What variables are connected with system usability and satisfaction? Results from an educational virtual reality field trip DOI Creative Commons
Maximilian C. Fink, Volker Eisenlauer, Bernhard Ertl

и другие.

Computers & Education X Reality, Год журнала: 2023, Номер 3, С. 100043 - 100043

Опубликована: Окт. 30, 2023

Exploring the usability of educational virtual reality (VR) is essential. Research in this area can explain adoption VR as a new technology, contribute to examining paths toward effective learning, and provide recommendations for design. This study investigated sample N = 64 university students learning about simplified construction engineering topics from an interactive field trip. Two research objectives were pursued. First, level achieved was examined using mixed-methods approach, including data semi-structured interviews survey on system satisfaction. Second, relationships between several connected variables (ease use, usefulness, presence, cognitive load) satisfaction quantitatively. With respect first objective, evaluated positively rated highly surveys. These results indicate that trips, which are increasingly replacing excursions, regarded appropriate instructional method. Concerning second ease extraneous load found predict usability. Further, factors intrinsic helped variance findings highlight vary. In addition these other theoretical implications, practical implications design discussed.

Язык: Английский

Процитировано

7

Pengembangan Platform MilleaLab Untuk Meningkatkan Pemahaman Peserta Didik Terhadap Materi Haji DOI Creative Commons

Pratiwi Amalia Putri,

Firmansyah Firmansyah

Jurnal Pendidikan Kebudayaan dan Keislaman, Год журнала: 2024, Номер 3(1), С. 25 - 43

Опубликована: Май 26, 2024

Dewasa ini pembelajaran dengan penggunaan teknologi merupakan ciri dari abad 21. Pengembangan materi berbasis digital menjadi fenomena yang krusial terhadap pemenuhan kebutuhan pembelajaran. Adapun dalam penelitian memiliki tujuan untuk mengembangkan platform MilleaLab upaya meningkatkan pemahaman peserta didik haji. Metode digunakan adalah metode R&D (Research and Development) melalui model Borg & Gall jenis eksperimen dan pendekatan kualitatif-deskriptif. Teknik pengumpulan datanya dilakukan observasi, penyebaran angket, tes. Kemudian, hasil menunjukkan bahwa aplikasi relevan 21, dimana ia tidak hanya sekadar memberikan secara teks, akan tetapi, dapat menampilkan bentuk gambar, video, audio, icon 3D maupun quiz. Peserta diarahkan bersimulasi disana merasakan langsung (immersive) latihan berhaji di depan Ka’bah mode view 360 bantuan alat VR Box atau tanpa menggunakannya. Nowadays, learning using technology is a characteristic of 21st century learning. The development digital-based materials crucial phenomenon in meeting needs. This research aims to develop the an effort increase students’ understanding Hajj material. method used with experimental type qualitative-descriptive approach. data collection technique carried out through observation, distributing questionnaires tests. Then, results this show that application relevant century, where it does not just provide material text, but can display form images, videos, icons or quizzes. Students are directed simulate there experience directly pilgrimage practice front ot Kaaba help box tool without it.

Процитировано

1

Adoption of immersive-virtual reality as an intrinsically motivating learning tool in parasitology DOI Creative Commons

Evan Dekker,

Damien Whitburn,

Sarah Preston

и другие.

Virtual Reality, Год журнала: 2024, Номер 28(3)

Опубликована: Июнь 12, 2024

Abstract Veterinary parasitology is study of parasitic diseases, treatment and prevention. It a major component animal health courses due to impacts parasites have on production companion animals. Extant tertiary education in typically involves theory sessions coupled with practical experience. In this we propose teaching would be enhanced through adoption immersive Virtual Reality (I-VR) as an intrinsically motivating learning tool complement their studies. To evaluate adoption, custom I-VR game was developed that veterinary science students experienced ( n = 109), feedback assessed using the Hedonic-Motivation System Adoption Model (HMSAM). HMSAM proved appropriate for measuring student’s hedonistic utilitarian perspectives experience perceived ease use, usefulness, joy, ability control, immersion levels intention use displaying significant positive relationships derived model. However, departure from similar studies, curiosity construct not useful predictor context scaffolded, instructional application. This highlights suitability provides statistically robust evaluation method modified acceptance, education.

Язык: Английский

Процитировано

1

Multimedia technologies for Chinese art and culture education in the museum: a quantitative study using the 5E instructional model DOI

Yin Ping Chan,

Apple Hiu Ching Lam, Dickson K.W. Chiu

и другие.

Library Hi Tech, Год журнала: 2024, Номер unknown

Опубликована: Июнь 30, 2024

Purpose The Hong Kong Palace Museum (HKPM) showcases China’s rich heritage with multimedia technologies. This research examines the effectiveness of museum’s exhibition, visitors’ perceptions technologies, and educational role technologies in Chinese art culture. Design/methodology/approach fills gap a survey to investigate sociodemographic factors user guided by 5E Instructional Model. Findings Results indicated that younger generation is enthusiastic about utilizing as tools when visiting HKPM museum. Incorporating such museums can also benefit visitors, enhancing their understanding appreciation Originality/value support recommendations for improving use programs visitor experiences culture appreciation. Few studies have investigated recent museum education, especially East Asia.

Язык: Английский

Процитировано

1