Experiential learning through virtual reality by-proxy.

IF 4.4 3区 计算机科学 Q1 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS
Virtual Reality Pub Date : 2025-01-01 Epub Date: 2025-02-08 DOI:10.1007/s10055-025-01106-3
Nicola Veitch, Claire Donald, Andrew Judge, Christopher Carman, Pamela Scott, Sonya Taylor, Leah Marks, Avril Edmond, Nathan Kirkwood, Neil McDonnell, Fiona Macpherson
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引用次数: 0

Abstract

Virtual reality (VR) is increasingly being used as a teaching and learning tool, however scaling this technology is difficult due to technological and cost considerations. An alternative approach that helps to address these problems is VR-by-proxy, where teaching takes place within a VR environment that is controlled by one lecturer and broadcast to students online. This allows the content to be accessed without specialist equipment while still offering an immersive and interactive experience. Taking advantage of the enforced move to online learning during the COVID-19 pandemic, this study evaluates the implementation of a novel VR-by-proxy disease diagnostic laboratory VR simulation within an undergraduate life sciences course in a higher education setting. Student participants were randomly allocated into two groups: the test group, who took part in a VR-by-proxy lesson; and a control group, who worked with interactive online lab manual material. We assessed improvement in learning and enjoyment through questionnaires before and after these tasks and collected qualitative data on student attitudes towards VR through focus groups. Our results indicate that although there is no observable difference in learning outcomes between the two groups, students in the test group reported an improved learning experience, confidence and enjoyment of learning. In our focus groups, confidence was understood in two ways by participants: firstly, as 'understanding' of the various steps involved in conducting a quantitative polymerase chain reaction experiment and secondly as a more general 'familiarity' with the laboratory setting. This study adds to the growing body of research into the effectiveness of VR for learning and teaching, highlighting that VR-by-proxy may provide many of the same benefits.

Supplementary information: The online version contains supplementary material available at 10.1007/s10055-025-01106-3.

通过代理虚拟现实进行体验式学习。
虚拟现实(VR)越来越多地被用作教学和学习工具,但由于技术和成本的考虑,这项技术很难扩展。另一种有助于解决这些问题的方法是VR-by-proxy,在VR环境中进行教学,由一名讲师控制,并在线向学生广播。这使得在没有专业设备的情况下访问内容,同时仍然提供身临其境的互动体验。利用COVID-19大流行期间强制在线学习的优势,本研究评估了在高等教育环境下的本科生命科学课程中新型VR-代理疾病诊断实验室VR模拟的实施情况。学生参与者被随机分为两组:测试组,他们参加虚拟现实代理课程;另一个控制组,他们使用交互式在线实验室手册材料。我们在这些任务前后通过问卷调查评估了学习和享受的改善,并通过焦点小组收集了学生对VR态度的定性数据。我们的研究结果表明,虽然两组之间的学习成果没有明显差异,但实验组的学生报告了学习体验,信心和学习乐趣的改善。在我们的焦点小组中,参与者以两种方式理解信心:首先,“理解”进行定量聚合酶链反应实验所涉及的各个步骤,其次是对实验室环境的更普遍的“熟悉”。这项研究增加了越来越多关于虚拟现实在学习和教学中的有效性的研究,强调虚拟现实代理可能提供许多相同的好处。补充信息:在线版本包含补充资料,下载地址:10.1007/s10055-025-01106-3。
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
Virtual Reality
Virtual Reality COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS-COMPUTER SCIENCE, SOFTWARE ENGINEERING
CiteScore
8.30
自引率
14.30%
发文量
95
审稿时长
>12 weeks
期刊介绍: The journal, established in 1995, publishes original research in Virtual Reality, Augmented and Mixed Reality that shapes and informs the community. The multidisciplinary nature of the field means that submissions are welcomed on a wide range of topics including, but not limited to: Original research studies of Virtual Reality, Augmented Reality, Mixed Reality and real-time visualization applications Development and evaluation of systems, tools, techniques and software that advance the field, including: Display technologies, including Head Mounted Displays, simulators and immersive displays Haptic technologies, including novel devices, interaction and rendering Interaction management, including gesture control, eye gaze, biosensors and wearables Tracking technologies VR/AR/MR in medicine, including training, surgical simulation, rehabilitation, and tissue/organ modelling. Impactful and original applications and studies of VR/AR/MR’s utility in areas such as manufacturing, business, telecommunications, arts, education, design, entertainment and defence Research demonstrating new techniques and approaches to designing, building and evaluating virtual and augmented reality systems Original research studies assessing the social, ethical, data or legal aspects of VR/AR/MR.
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