Virtual reality versus master class: a comparative study

E. Jiménez, G. Mariscal, Manuel Heredia, G. Castilla
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引用次数: 4

Abstract

The research carried out is based on the implementation of technology based on virtual reality in a subject called "General Laboratory Techniques" of the 1st year of the VET Training Course entitled "Higher Technician in Pathological Anatomy and Cytodiagnosis" at the Universidad Europea de Madrid (UEM). The purpose of this research is to understand the impact on student learning and performance that including technology such as virtual reality in the classroom may have. To this end we have opted for the use of a quasi-experimental design by means of two groups: a first experimental group, that uses a virtual reality application, and a control group that receives a traditionally cut master class. After the quantitative and qualitative analysis carried out, the results show that there are statistically significant differences in the scores of the pretest and posttest tests in favor of the experimental group, that is, of the students who performed the activity with virtual reality. They improved their performance against the students that used the traditional master class methodology. In addition, the results of the user experience survey, passed after using the app, were positive. In most of the cases, the average is above 4 over 5 for the degree of overall satisfaction shown by the students. Being very high/excellent for 60% of students and high for 40%. Due to these factors, we can conclude that the impact of virtual reality activities in the classroom is beneficial for the learning and the academic results of the students, in addition to their motivation.
虚拟现实与大师班:比较研究
所进行的研究是基于虚拟现实技术在马德里欧洲大学(UEM)题为“病理解剖和细胞诊断高级技术员”的职业教育培训课程第一年的“一般实验室技术”主题中的实施。本研究的目的是了解在课堂上使用虚拟现实等技术对学生学习和表现的影响。为此,我们选择使用准实验设计,分为两组:第一组实验组使用虚拟现实应用程序,对照组接受传统切割大师班。在进行定量和定性分析后,结果表明,在前测和后测中,实验组,即使用虚拟现实进行活动的学生的得分有统计学上的显著差异。与使用传统大师班方法的学生相比,他们的成绩有所提高。此外,在使用应用程序后通过的用户体验调查结果是积极的。在大多数情况下,学生的总体满意度平均在4分以上,高于5分。60%的学生认为非常高/优秀,40%的学生认为高。由于这些因素,我们可以得出结论,虚拟现实活动在课堂上的影响除了有利于学生的学习动机外,还有利于学生的学习和学业成绩。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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