虚拟现实在骨科物理治疗教育中的教学设计:一种混合方法的可用性测试

IF 1.5 Q2 EDUCATION & EDUCATIONAL RESEARCH
Aaron J. Hartstein, Margaret Verkuyl, K. Zimney, Jean Yockey, Patti Berg-Poppe
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引用次数: 5

摘要

背景物理治疗教育受益于创新和真实的学习机会。然而,在采用课程之前,必须评估影响教育技术接受度的因素。本研究的目的是评估为促进学生物理治疗师的临床决策而开发的虚拟现实(VR)学习体验的易用性和有用性。方法开发虚拟现实学习体验,建立两阶段可用性测试,评估玩家体验以及用户对易用性和有用性的感知。两位专家评估了VR学习体验并提供了反馈。六名学生物理治疗师和五名教员完成了VR体验,回答了两份问卷,并参加了一次半结构化访谈,以进一步评估易用性和实用性。结果教师和学生用户都报告了高水平的易用性、有用性和积极的玩家体验。教员用户从VR模拟中感知到的教育和临床效用明显高于学生用户。半结构化访谈揭示了与易用性、好处、职业行为建模和现实主义相关的主题。结论定量数据支持教师和学生用户对易用性、学习效用、实际应用以及与用户体验相关的几个结构的感知。定性数据提供了修改VR体验设计特征的建议。这项研究为设计、制作和评估沉浸式VR学习体验的可用性提供了一个模板,在目前证据有限的情况下,其他健康专业的教育工作者可能会复制这种体验。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Virtual Reality Instructional Design in Orthopedic Physical Therapy Education: A Mixed-Methods Usability Test
Background Physical therapy education benefits from innovative and authentic learning opportunities. However, factors that influence the acceptance of educational technology must be assessed prior to curricular adoption. The purpose of this study was to assess the perceived ease of use and perceived usefulness of a virtual reality (VR) learning experience developed to promote the clinical decision-making of student physical therapists. Methods A VR learning experience was developed, and an established two-stage usability test assessed player experience as well as the user’s perception of both ease of use and usefulness. Two experts evaluated the VR learning experience and provided feedback. Six student physical therapists and five faculty members completed the VR experience, responded to two questionnaires, and participated in a semi-structured interview to further assess ease of use and utility. Results High levels of perceived ease of use, perceived usefulness, and positive player experiences were reported by both faculty and student users. Faculty users perceived a significantly greater amount of educational and clinical utility from the VR simulation than did student users. Semi-structured interviews revealed themes related to ease of use, benefits, modeling of professional behaviors, and realism. Conclusion Quantitative data supported faculty and student users’ perceptions of ease of use, utility towards learning, practical application, and several constructs related to user experience. Qualitative data provided recommendations to modify design features of the VR experience. This study provides a template to design, produce, and assess the usability of an immersive VR learning experience that may be replicated by other health professions educators where current evidence is limited.
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来源期刊
SIMULATION & GAMING
SIMULATION & GAMING EDUCATION & EDUCATIONAL RESEARCH-
CiteScore
5.30
自引率
5.00%
发文量
35
期刊介绍: Simulation & Gaming: An International Journal of Theory, Practice and Research contains articles examining academic and applied issues in the expanding fields of simulation, computerized simulation, gaming, modeling, play, role-play, debriefing, game design, experiential learning, and related methodologies. The broad scope and interdisciplinary nature of Simulation & Gaming are demonstrated by the wide variety of interests and disciplines of its readers, contributors, and editorial board members. Areas include: sociology, decision making, psychology, language training, cognition, learning theory, management, educational technologies, negotiation, peace and conflict studies, economics, international studies, research methodology.
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