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Articles 1 - 30 of 51
Full-Text Articles in Educational Technology
The Effectiveness Of Virtual Reality And Augmented Reality-Based Simulation On Healthcare Students' Learning-A Review Of The Literature, Matthew Mills
The Effectiveness Of Virtual Reality And Augmented Reality-Based Simulation On Healthcare Students' Learning-A Review Of The Literature, Matthew Mills
Internet Journal of Allied Health Sciences and Practice
Purpose: Simulation is increasingly used to supplement authentic clinical experiences in preparation for future healthcare students. However, the most realistic simulation experiences are frequently costly, time-intensive, and difficult to scale, especially for programs with budgetary restrictions. Virtual reality (VR) and augmented reality (AR) have been proposed as easily scalable tools to provide students with a realistic simulated environment. However, as technology is rapidly evolving, there is a need to understand the evidence surrounding VR and AR's impact on healthcare student learning to optimize the deployment of these technologies and justify the costs associated with implementation. Methods: A review of the …
Virtual Reality In Education: A Thematic Literature Review, Aleksandra Mbuyi
Virtual Reality In Education: A Thematic Literature Review, Aleksandra Mbuyi
All Graduate Theses, Dissertations, and Other Capstone Projects
This literature review combines findings from approximately 40 academic papers on virtual reality in education for readers to gain a broad, structured, and organized understanding of the topic without having to read each of the 40 papers. While researchers define VR in slightly different ways, most definitions focus on VR's ability to create digital simulations of real or imagined environments (Makransky & Lilleholt, 2018). The review is organized around nine themes: conceptualization of VR, pedagogical foundations, instructional design, learning outcomes, learner experience, disciplinary applications, technological constraints, ethics and inclusion, and emerging trends. The findings suggest that VR shows the most …
Leveraging Virtual Reality And Haptics To Teach Surgical Skills: A Usability Study On Retropubic Midurethral Slings, Lauren Siff, Ginger S. Watson, Jerome Dixon, Moshe Feldman, Franklin Bost, Philippe J. Giabbanelli
Leveraging Virtual Reality And Haptics To Teach Surgical Skills: A Usability Study On Retropubic Midurethral Slings, Lauren Siff, Ginger S. Watson, Jerome Dixon, Moshe Feldman, Franklin Bost, Philippe J. Giabbanelli
VMASC Publications
Traditional methods to learn soft-tissue surgical procedures rely on cadaver labs or patient-based learning, which are costly and geographically limited, and raise ethical questions. Virtual reality (VR) with haptic feedback offers a scalable alternative, but most current platforms emphasize bone-based rather than soft-tissue procedures learned by feel. We developed a VR+haptic simulation for preoperative training of retropubic midurethral sling (MUS) surgery. This study examines the usability of this platform with thirteen expert urogynecologic surgeons and subsequently makes improvements (e.g., in haptics) to evaluate the platform with twelve trainees based on the NASA Task Load Index for workload and a UTAUT-informed …
Virtual Reality And Creativity In Visual Art Education: The Mediating Role Of Exploration Within A Project-Based Learning Framework, Lidan He, Shaharuddin Bin Md Salleh
Virtual Reality And Creativity In Visual Art Education: The Mediating Role Of Exploration Within A Project-Based Learning Framework, Lidan He, Shaharuddin Bin Md Salleh
Journal of Educational Technology Development and Exchange (JETDE)
Virtual reality (VR) is increasingly integrated into creative education for immersive, interactive learning. While prior research confirms VR’s potential to enhance learning outcomes, its support for creativity remains underexplored. This study examines whether exploration mediates the relationship between VR use and creative performance within a project-based learning framework. A quasi-experimental study was conducted with 80 second-year visual art students, who were allocated by intact sections to either a VR–PBL group or a traditional PBL group. Over four weeks, students completed an illustration-based design project. Creative performance was rated by experts, and exploratory behavior was measured using the Experiential Learning Survey, …
Immersive Learning In Action: A Qualitative Case Study Of High School Teachers’ Experiences With Prisms Learning In Science And Mathematics, Hilary A. Cassidy
Immersive Learning In Action: A Qualitative Case Study Of High School Teachers’ Experiences With Prisms Learning In Science And Mathematics, Hilary A. Cassidy
Dissertations
The use of virtual reality (VR) in the secondary STEM educational space is increasing as costs to access VR technology decrease. There is a current lack of research supporting the efficacy of virtual reality use in the secondary space to improve student success criteria, particularly for specific VR-based instructional products like Prisms. The purpose of this study was to explore the impact of Prisms VR curriculum from the teacher perspective, with specific attention to student engagement, conceptual understanding, and instructional practices. The goal of the study was to contribute to existing research about the paradigm shift toward active student participation …
Exploring Vr User Experiences, Sarah Ferguson, Demetrice Smith-Mutegi, Brett Cook-Snell
Exploring Vr User Experiences, Sarah Ferguson, Demetrice Smith-Mutegi, Brett Cook-Snell
Teaching & Learning Faculty Publications
Virtual reality (VR) has unique potential for simulating environments and situations beyond real-life experiences. This study investigates the limitations of VR equipment design for learning spaces, specifically online environments. Presented are the findings of an exploratory study that examined the immersion, ease of use, and physiological and emotional experiences of seven university students participating in a 30–60 min VR session. Given the small sample size, the findings were analyzed with descriptive statistics and qualitatively. The results revealed that participants recognized the potential of VR as a teaching and learning tool, while also identifying certain limitations associated with health and safety. …
Exploring Vr User Experiences, Sarah Ferguson, Demetrice Smith-Mutegi, Brett Cook-Snell
Exploring Vr User Experiences, Sarah Ferguson, Demetrice Smith-Mutegi, Brett Cook-Snell
Teaching & Learning Faculty Publications
Virtual reality (VR) has unique potential for simulating environments and situations beyond real-life experiences. This study investigates the limitations of VR equipment design for learning spaces, specifically online environments. Presented are the findings of an exploratory study that examined the immersion, ease of use, and physiological and emotional experiences of seven university students participating in a 30–60 min VR session. Given the small sample size, the findings were analyzed with descriptive statistics and qualitatively. The results revealed that participants recognized the potential of VR as a teaching and learning tool, while also identifying certain limitations associated with health and safety. …
Immersive Simulations In Tourism Education: A Case Study, Eric Hawkinson
Immersive Simulations In Tourism Education: A Case Study, Eric Hawkinson
Boise State University Theses and Dissertations
This research employed a mixed-method case study approach to explore the experiences of participants in immersive tourism simulations within vocational tourism studies. Utilizing the ”My Hometown Project,” a virtual tourism platform, the study designed and deployed tourism simulations where groups of students guided guests through virtual tours, blending immersive technology with face-to-face interaction in the ”Future Hub,” an innovative immersive learning laboratory. A mixed-methods approach was adopted, collecting reports from groups post-simulation (Shared Immersive Experience Reports - SIER) for qualitative insights and administering post-simulation surveys to measure presence and motivation quantitatively. This approach aimed to provide a comprehensive understanding of …
Effectiveness Of Virtual Reality Training Environments, Lindsay Kristina Gouedy
Effectiveness Of Virtual Reality Training Environments, Lindsay Kristina Gouedy
Doctoral Dissertations
As technology has evolved so has training methodology in many applied fields. Training of aviation professionals is adapting by including technology features that allow for safer and less costly training methods. Pilot training is expensive given the number of flight hours and all that is included in the cost of flying an airplane. The main goal of this project is to assess the efficacy of the use of virtual reality environments as a valid training tool. Based on our literature review, we hypothesized that trainees perform simulated flight tasks more efficiently, with fewer errors, when trained using VR technology. The …
Peril And Promise: Student Experiences Of Virtual Reality And Implications For Inclusive Social Justice Pedagogy, Michelle Vannatta
Peril And Promise: Student Experiences Of Virtual Reality And Implications For Inclusive Social Justice Pedagogy, Michelle Vannatta
Dialogue: The Interdisciplinary Journal of Popular Culture and Pedagogy
Virtual reality (VR) is a fast-evolving technology rapidly being integrated into education and training in multiple sectors of society. As the use of VR spreads, it is important to critically analyze both its role in effective pedagogies and how students experience it. Virtual reality has extraordinary promise for deeply engaging students, and it also poses particular challenges for equitable and effective teaching of diverse students. This paper discusses students’ responses to a VR exercise and examines some of the complexities VR presents around racial justice, gender equity, and economic fairness. Virtual reality technology may be less effective and less comfortable …
Integrating Authentication Schemes In Augmented And Virtual Reality Classrooms, Naheem Noah
Integrating Authentication Schemes In Augmented And Virtual Reality Classrooms, Naheem Noah
Electronic Theses and Dissertations
Augmented Reality and Virtual Reality (AR/VR) technologies are revolutionizing educational experiences, but their widespread adoption hinges on addressing critical security and usability challenges, particularly in the domain of user authentication. This research presents an investigation into the security landscape of AR/VR and explores a graphical authentication scheme called “Things” that enhances both security and usability in immersive learning environments. Through a systematic evaluation of popular AR/VR devices and applications, potential vulnerabilities and limitations were identified, such as high usage of pin/passwords which are susceptible to shoulder-surfing attacks, lack of multi-factor authentication, and unclear data-sharing practices. A review of existing knowledge-based …
Extending The Technology Acceptance Model: The Experiential Educator And Virtual Learning Technologies, Michael A. Dzbenski
Extending The Technology Acceptance Model: The Experiential Educator And Virtual Learning Technologies, Michael A. Dzbenski
Boise State University Theses and Dissertations
Virtual Reality (VR) and Virtual Learning Environments (VLE) are technologies that allow users to interact with virtual environments and can create and participate in digital educational experiences and simulations. Due to the VR and VLEs being relatively new technologies in education, acceptance, use, and finally adoption in a classroom environment lies with educators. The purpose of this quantitative survey study was to explore and identify factors that positively influence educator attitudes toward adopting VR and VLE technology. The Technology Acceptance Model (TAM) was extended to determine if the experiential learning educator role profile correlates to educator attitudes toward the acceptance …
Developing Intercultural Competence And Cultural Capital: Applying Virtual Reality To Study Abroad Pedagogy, Jenifer Butler
Developing Intercultural Competence And Cultural Capital: Applying Virtual Reality To Study Abroad Pedagogy, Jenifer Butler
English Theses & Dissertations
As the world becomes increasingly globalized thanks, at least in part, to the ubiquity of digital technology, scholars in discourse and new media must explore the possibility of learning and composition to expand pedagogical practices and opportunities. This project uses study abroad programs and education as a test case for establishing the feasibility of easily incorporating existing virtual reality (VR) technology into the classroom. It examines the theoretical and technological question of whether advancements in virtual reality have achieved the potential for practical pedagogical applications, and if virtual technology can provide responsible, accurate, and educational access to concepts as complex …
Digitizing Delphi: Educating Audiences Through Virtual Reconstruction, Kate Koury
Digitizing Delphi: Educating Audiences Through Virtual Reconstruction, Kate Koury
The Journal of Purdue Undergraduate Research
Implementing a 3D model into a virtual space allows the general public to engage critically with archaeological processes. There are many unseen decisions that go into reconstructing an ancient temple. Analysis of available materials and techniques, predictions of how objects were used, decisions of what sources to reference, puzzle piecing broken remains together, and even educated guesses used to fill gaps in information often go unobserved by the public. This work will educate users about those choices by allowing the side-by-side comparison of conflicting theories on the reconstruction of the Tholos at Delphi, which is an ideal site because of …
The Use Of Virtual Reality For Student Training On Bias And Microaggressions, Razan Hamed, Elizabeth Gdanski, Jooeun Kim, Julianne Le, Amy Lopez, Azmina Panjwani, Allyson Tong, Gloriana Wilson
The Use Of Virtual Reality For Student Training On Bias And Microaggressions, Razan Hamed, Elizabeth Gdanski, Jooeun Kim, Julianne Le, Amy Lopez, Azmina Panjwani, Allyson Tong, Gloriana Wilson
Journal of Occupational Therapy Education
Virtual reality (VR) is an immersive innovative technology that can be used with occupational therapy students for bias training in preparation for fieldwork and clinical practice. The purpose of this study was to explore the use of VR as a complementary educational tool in bias and microaggressions (MA) training for entry-level occupational therapy students. We conducted a secondary analysis of data collected in an 8-week course on diversity, equity, inclusion, and professional skills with a total of 48 first-year entry-level occupational therapy students. We used eight simulated VR cases for all students. Data was collected using a mixed-method survey to …
Review Of Vr Technical Specification Requirements For A Procedural Training Task, Stephanie G. Fussell
Review Of Vr Technical Specification Requirements For A Procedural Training Task, Stephanie G. Fussell
Journal of Aviation/Aerospace Education & Research
Many aviation education and training programs are expanding their learning materials to include virtual learning environments (VLEs) that utilize virtual reality (VR) technology. While developing training materials and the VLE, an understanding of technical specification requirements is needed to inform stakeholders who need to choose a headset for a given training scenario. As part of a larger initiative to compare the usability of multiple VR headsets for implementation into procedural training, a review of the extant literature was conducted to identify technical specifications of VR head-mounted displays, followed by a pilot test of a head-mounted display (HMD) comparison methodology that …
Attitudes, Perceptions, And Quality Of Learning Experience Design In Head-Mounted Virtual Reality For Preservice Educators, Jonathan Steven Spike
Attitudes, Perceptions, And Quality Of Learning Experience Design In Head-Mounted Virtual Reality For Preservice Educators, Jonathan Steven Spike
Graduate Research Theses & Dissertations
As more and more students seek out online educational opportunities, emerging technology and platforms must provide the most effective experience for learners to expand their knowledge and skill sets. The research study aimed to investigate social presence, collaboration, and design opportunities in head-mounted, virtual reality as compared to the more common synchronous video communication. A convergent mixed methods study was conducted using participant quantitative questionnaires regarding social presence and collaboration in both head-mounted virtual reality and synchronous video communication, expert scores of learning experiences designed by groups in each group, as well as qualitative interviews of the head-mounted virtual reality …
Virtual Reality In Art Appreciation Education: A Systematic Review Of The Literature, Jingyi Zhao, Lili Zhang
Virtual Reality In Art Appreciation Education: A Systematic Review Of The Literature, Jingyi Zhao, Lili Zhang
Journal of Educational Technology Development and Exchange (JETDE)
This study is a systematic review of 23 years of research on virtual reality (VR) usage in art appreciation education. A total of 34 articles were selected from 2 major academic databases using search strings and manual screening protocols. The literature analysis emphasized four aspects of VR-based art appreciation education: research methodologies, instructional design, technological affordances, and assessment. The results show the trends in the VR literature regarding the forms of application in different knowledge types, interaction design specific to art appreciation, and the solutions to the cognitive load imposed by the technology. Finally, practical implications and a future research …
A Systematic Overview Of Reviews Of The Use Of Immersive Virtual Reality In Higher Education, Chris D. Craig, Robin Kay
A Systematic Overview Of Reviews Of The Use Of Immersive Virtual Reality In Higher Education, Chris D. Craig, Robin Kay
Higher Learning Research Communications
Objectives: Immersive virtual reality (IVR) provides opportunities to learn within a nonphysical, digital world. The purpose of this critical review was to examine published systematic reviews regarding the benefits and challenges of IVR in higher education to inform best practices.
Method: We followed the Preferred Reporting Items for Overviews of Reviews (PRIOR) to ensure transparency and to afford an evidence-based approach for synthesizing insights from a broad range of research. We analyzed and synthesized 10 reviews that include 332 studies with over 9,878 participants, following an integrated synthesis design process using thematic analysis and emergent coding.
Results: Results confirmed the …
A Framework For Creating Virtual Reality Models For More Effective Coastal Flood Risk Communication, Tina Korani, Alexandrea Martinez
A Framework For Creating Virtual Reality Models For More Effective Coastal Flood Risk Communication, Tina Korani, Alexandrea Martinez
CSU Journal of Sustainability and Climate Change
Coastal cities are exposed to increasing risks of flooding from sea-level rise. Climate change is expected to double the frequency of coastal flooding within the next decade, and some areas could experience floods of a magnitude 100 times higher than currently (Vitousek et al., 2017). People living in at-risk areas often ignore the impact of climate change on flood intensity and frequency. Immersive visual storytelling techniques proved promising and powerful tools to engage with and raise awareness of flood hazards. Here, we are introducing a framework to use Virtual Reality (VR) to reach better people living in coastal cities and …
A New Reality In Teaching Chemistry: Developing A Virtual Reality Intervention To Improve Student Understanding Of Concepts Of Chemical Equilibrium, Jason Ward
Boise State University Theses and Dissertations
The subject of chemistry is a cornerstone of high school science programs and a conceptual understanding of chemical equilibria and Le Chatelier’s Principle continues to be both a fundamental and paradoxically difficult subject for educators and students. This study evaluated the effectiveness of a prototype immersive virtual reality environment. The prototype was designed and built to high school support students’ understanding of the concepts of chemical equilibria and Le Chatelier’s Principle. Data was collected to assess student understanding of the concepts being taught, as well as to evaluate the user experience with the prototype learning environment. Results of data analysis …
Vr Let My Creativity Out: Youth Creating With Immersive Learning Technologies, Paula Macdowell Dr.
Vr Let My Creativity Out: Youth Creating With Immersive Learning Technologies, Paula Macdowell Dr.
International Journal of Emerging and Disruptive Innovation in Education : VISIONARIUM
With a greater demand for ingenuity and innovation in today’s creative economy, educators need to be creative practitioners inasmuch as students must be, learn, and grow creatively. This qualitative study explores the affordances and constraints of youth creating with immersive learning technologies at a Youth VR Research Camp. A class of 28 students in grade 8, ages 13 and 14, were invited to participate as the co-researchers. The data collection methods included artifact analysis, student-led pair interviews, sharing circles, surveys, and observation. The process of research-creation involved MultibrushVR and FrameVR design challenges focussed on pro-social and environmental change. Findings …
Near Transfer After Direct Instruction: An Experimental Inquiry Within Aviation Technician Training, Francis Eamonn Powers
Near Transfer After Direct Instruction: An Experimental Inquiry Within Aviation Technician Training, Francis Eamonn Powers
STEMPS Theses & Dissertations
This study put forth two instructional interventions set within a direct instruction (DI) framework specific to an aviation maintenance context. To evaluate the effectiveness of these two training interventions a criterion was established to measure near transfer during a performance evaluation on a live aircraft. Information learned within this study indicates that DI can be highly effective in technical training environments. This study also articulates how VR experiences may be included within these types of training contexts and discusses the factors and affordances that come with utilizing VR in instructional activities.
Additionally, this study revealed experiential characteristics of a DI …
Museums And The Metaverse: Emerging Technologies To Promote Inclusivity And Engagement, James Hutson, Piper Hutson
Museums And The Metaverse: Emerging Technologies To Promote Inclusivity And Engagement, James Hutson, Piper Hutson
Faculty Scholarship
Over the past two decades, museums have increasingly sought to build connections with the community and increase inclusivity of visitors. At the same time, emerging technologies, such as extended reality (XR) and virtual museums (VM) are increasingly adopted to engage with different generational expectations but also for the purposes of supporting inclusivity and neurodiverse populations. First such technologies were adopted to augment exhibitions in the physical museum space for edutainment. Since then, XR has expanded from room-size environments (CAVEs) and augmented exhibitions to the creation of entire virtual museums, such as The Museum of Pure Form and The Virtual Museum …
Evaluating A Virtual Reality Simulation-Based Tool In Undergraduate Nursing Students For Impact On Accuracy, Clinical Judgment, Fear, And Self-Confidence When Donning, Doffing, And Disposing Of Personal Protective Equipment, Stacy Lynn Russell
Graduate Theses, Dissertations, and Problem Reports (ETD)
Background: PPE training is essential to prevent transmission of infections or autoinoculation of infections among healthcare providers and patients. Student nurses play a vital role in infection control practices to protect themselves and patients from transmittable infections. The purpose of this study was to evaluate an innovative teaching and learning strategy known as virtual reality simulation in teaching proper PPE use in comparison to more traditional learning.
Research Questions: This study aimed to answer three research questions: (1) What is the acceptability among faculty of using a head mounted VRS to train undergraduate nursing students in the proper …
Xr In Aviation Training: Insight From Academia, Industry, And Non-Profit Institutions, Stephanie G. Fussell, Robert L. Thomas, Bejamin Kwasa, James Birdsong, Kurt Reesman, Lori Brow, Joel Scharlat, William T. Ballo
Xr In Aviation Training: Insight From Academia, Industry, And Non-Profit Institutions, Stephanie G. Fussell, Robert L. Thomas, Bejamin Kwasa, James Birdsong, Kurt Reesman, Lori Brow, Joel Scharlat, William T. Ballo
National Training Aircraft Symposium (NTAS)
The COVID-19 pandemic had a profound impact on education and training. Institutions that relied heavily on face-to-face instruction suddenly needed alternative modalities to keep students on course, forcing educators and trainers to employ a variety of educational techniques via technologies that they may not have had experience with. This shift has brought the advantages – and disadvantages – of augmented, mixed, and virtual reality technologies (collectively, extended reality or XR) for education and training into sharp focus. Programs were quickly assembled, and not always with consideration of learning theories. As learning and training were resumed in in-person settings, academics and …
Vr Computing Lab: An Immersive Classroom For Computing Learning, Shawn Pang, Kyong Jin Shim, Yi Meng Lau, Swapna Gottipati
Vr Computing Lab: An Immersive Classroom For Computing Learning, Shawn Pang, Kyong Jin Shim, Yi Meng Lau, Swapna Gottipati
Research Collection School Of Computing and Information Systems
In recent years, virtual reality (VR) is gaining popularity amongst educators and learners. If a picture is worth a thousand words, a VR session is worth a trillion words. VR technology completely immerses users with an experience that transports them into a simulated world. Universities across the United States, United Kingdom, and other countries have already started using VR for higher education in areas such as medicine, business, architecture, vocational training, social work, virtual field trips, virtual campuses, helping students with special needs, and many more. In this paper, we propose a novel VR platform learning framework which maps elements …
Simulating Implant Procedures In Dentistry, Brandon Patterson
Simulating Implant Procedures In Dentistry, Brandon Patterson
Frameless
The School of Dentistry in partnership with the health sciences library at the University of Utah developed VR simulations for dental implants. The benefits of using the technology included providing endless scenarios, evaluation measures, and experiential learning experiences for students [1]. The school administration found that the simulations kept pace with the requirements of regulatory authorities, helped reduce costs in dental education, and found that students who trained in VR scored significantly better than traditional methods largely due to their ability to repeat tasks and receive instant feedback [2, 3].
A Review Of Xr Classrooms In Institutions Of Higher Education, Brandon Patterson, Tallie Casucci
A Review Of Xr Classrooms In Institutions Of Higher Education, Brandon Patterson, Tallie Casucci
Frameless
This talk will review the literature and examine existing physical spaces using virtual reality (VR) and augmented reality (AR), often referred together as extended reality (XR), to teach learners in an academic setting. Attendees will better understand best practices and ways of addressing potential challenges when designing a physical XR classroom space for higher education. A physical XR classroom provides institutions with a dedicated space for educational courses and workshops, which utilize XR for both one- off sessions and an entire semester (Pirker, Holly, and Gütl 2020). The talk will help answer the question, why a dedicated XR classroom?
Extended Reality And The Graphic Design Curriculum, Tina Korani, Meghan Saas, Samantha Tan
Extended Reality And The Graphic Design Curriculum, Tina Korani, Meghan Saas, Samantha Tan
Frameless
As we rapidly move toward a fully virtual world, commercial industries and organizations are becoming increasingly competitive with their communications strategies so that they can continue to attract audiences’ attention and break through industry noise. As a result, the notion of “immersive experiences” is becoming more popular. XR technology is at the forefront of delivering unique, immersive and interactive experiences — and it has seen significant growth in recent years across all commercial industries and is poised to continue that trend.