Immersive procedural training in virtual reality: A systematic literature review

IF 8.9 1区 教育学 Q1 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS
Janine Jongbloed , Rawad Chaker , Elise Lavoué
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引用次数: 0

Abstract

Introduction

Virtual reality (VR) head-mounted displays (HMDs) offer an immersive learning experience that could replicate real-life training. Our review identifies and critically analyses studies of interventions designed to provide procedural training via these media and to test learning outcomes associated with these interventions.

Methods

We undertook a systematic search of the literature published between January 2013 and March 2023 related to immersive procedural training interventions using HMDs. Our search methods and protocol were guided by the PRISMA framework.

Results

Thirty-three studies fulfilled the broader inclusion criteria, while 23 fit the stricter criteria of measuring a procedural learning outcome. Studies were categorized into three broad types: design or usability studies, media comparisons, and value-added research. Learning environments were divided into 360° video representations, serious games, and simulations. Learning outcomes included knowledge gain, retention, and transfer. A subset of 16 study results that fit the criteria to be included in the meta-analysis show a significant positive medium effect size overall of immersive procedural training on learning outcomes as compared to less immersive environments. Knowledge transfer outcomes show the largest effect sizes.

Conclusions

Our systematic review of the literature highlights the richness and diversity of existing studies. We find strong support for immersive procedural training and suggest an important role for embodied cognition in maximizing learning outcomes. However, we also find a lack of consistency in intervention design, measured outcomes, and terminology among studies. In the future, more studies using experimental research designs on similar types of applications and outcome measures are needed to rigorously test these trends.

虚拟现实中的沉浸式程序培训:系统文献综述
导言虚拟现实(VR)头戴式显示器(HMD)提供了一种身临其境的学习体验,可以复制现实生活中的培训。我们的综述对旨在通过这些媒体提供程序培训的干预研究进行了识别和批判性分析,并对与这些干预相关的学习成果进行了测试。方法我们对 2013 年 1 月至 2023 年 3 月间发表的与使用 HMD 的沉浸式程序培训干预相关的文献进行了系统性检索。结果33 项研究符合更宽泛的纳入标准,23 项研究符合测量程序性学习结果的更严格标准。研究分为三大类:设计或可用性研究、媒体比较和增值研究。学习环境分为 360° 视频展示、严肃游戏和模拟。学习成果包括知识获得、保留和转移。符合荟萃分析标准的 16 项研究结果的子集显示,与不太身临其境的环境相比,身临其境的程序化培训对学习成果的影响总体上呈显著的中度正效应。结论我们对文献的系统回顾突出了现有研究的丰富性和多样性。我们发现,身临其境的程序化培训得到了强有力的支持,并表明体现认知在最大限度地提高学习效果方面发挥着重要作用。然而,我们也发现不同研究在干预设计、测量结果和术语方面缺乏一致性。未来,需要对类似类型的应用和结果测量进行更多的实验研究设计,以严格检验这些趋势。
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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来源期刊
Computers & Education
Computers & Education 工程技术-计算机:跨学科应用
CiteScore
27.10
自引率
5.80%
发文量
204
审稿时长
42 days
期刊介绍: Computers & Education seeks to advance understanding of how digital technology can improve education by publishing high-quality research that expands both theory and practice. The journal welcomes research papers exploring the pedagogical applications of digital technology, with a focus broad enough to appeal to the wider education community.
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