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.
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.
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.
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.
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.
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.
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.
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.