Virtual Reality Resectoscopic Simulator: Face Validation and Comparative Evaluation in an Educational Environment

2009 ◽  
Vol 16 (6) ◽  
pp. S84-S85
Author(s):  
M.G. Munro ◽  
D.P. Behling
Author(s):  
Foteini Grivokostopoulou ◽  
Isidoros Perikos ◽  
Konstantinos Kovas ◽  
Ioannis Hatzilygeroudis

Author(s):  
Hanna Hubska

The retrospective analysis of the term and phenomenon of "virtual educational space" revealed the need to develop a theoretical model of using the virtual educational environment, identifying ways of its effective application, where the implementation of international educational activities is not an exception. In addition, the virtualization of the educational environment also causes a certain number of threats regarding the risks of functioning in the conditions of real society and the self-identity of the individual due to, so to speak, virtual transitions from one virtual reality to another and existence in reality.


Information ◽  
2020 ◽  
Vol 11 (4) ◽  
pp. 195 ◽  
Author(s):  
Tord Hettervik Frøland ◽  
Ilona Heldal ◽  
Gry Sjøholt ◽  
Elisabeth Ersvær

Simulations, serious games, and virtual reality (SSG) applications represent promising support for achieving practical proficiency, but it is difficult to know how to introduce them into a new environment. This paper aims to contribute to a better understanding of introducing new SSGs to a non-computer related educational environment—biomedical laboratory science (BLS) education. By following the choice, construction, and evaluation of a gamified app for practicing phlebotomy (StikkApp), not only the usefulness of the application, but also the general needs and possibilities for supporting SSG applications, are discussed. This paper presents the evaluation of StikkApp through an experimental study examining its use on mobile devices, as a web app and by discussing challenges for a corresponding virtual reality app by BLS students and their teachers. This evaluation focused on questions concerning usage scenarios, technologies, and how the design of the app can be aligned to learning goals necessary for education. By discussing these requirements and possibilities for apps and technology support for using SSG apps for BLS students, this paper contributes to a better understanding of using digital support for sustainable education.


2020 ◽  
Vol 19 (2) ◽  
pp. 221-240 ◽  
Author(s):  
İlker Erkan

This study mainly examines the contribution of the virtual reality environment to architectural education. The primary aim of the study was to investigate the theoretical possibilities of VR technology in an interactive and participatory educational environment that would allow students to examine architectural components and inter-component relationships. A group of 160 volunteers participated in the study, with participants asked to design villas in both natural (non-VR) and virtual reality (VR) environments within a specific period. Designs made in both environments (VR and non-VR) were evaluated by a team of five experts (jurors). For the evaluation, jurors wore eye-tracking devices and were asked to comment on the designs in both environments. In the virtual reality environment designs, the following categories showed significant differences over the drawings in a natural environment: functionality, aesthetics, user perception of space and internal physical quality (light quality), indicating that the virtual reality designs were examined more closely by the jurors than were those in the natural environment. This study will contribute to design discipline if virtual reality systems are adopted in architecture education.


2019 ◽  
Vol 11 (20) ◽  
pp. 5623 ◽  
Author(s):  
Grivokostopoulou ◽  
Kovas ◽  
Perikos

Entrepreneurship education constitutes a top priority in policy agendas across the globe as a means to promote economic growth, fight unemployment and create social capital. An important premise of entrepreneurship education is that it can be learned and students can be taught to formulate entrepreneurial mentality, skills and competencies, something that can result in the formulation of startups and business initiatives. Given the importance of entrepreneurship, the necessity to formulate efficient entrepreneurship education frameworks and training programs arise. In this work, we present the design of an entrepreneurship educational environment that is based on learning in 3D virtual worlds. Innovative 3D virtual reality technologies were utilized to provide immersive and efficient learning activities. Various topics of entrepreneurship education courses were designed and formulated to offer students the opportunity to obtain theoretical knowledge of entrepreneurship. The 3D virtual reality educational environment utilizes pedagogical approaches that are based on gamification principles, allowing students to study in immersive ways as well as in game-based learning activities on real challenges that can be found in business environments. The game-based learning activities can help students gain necessary skills, helping them to tackle everyday obstacles on their entrepreneurial pathways. An experimental study was performed to explore the learning efficiency of the environment and the gamified learning activities as well as assess their learning impact on student’s motivation, attitude, and overall learning experience. The evaluation study revealed that the framework offers efficient gamified learning activities that increase students’ motivation and assist in the formulation of entrepreneurship mentality, skills and competencies.


2021 ◽  
Vol 1 (3) ◽  
pp. 178-179
Author(s):  
E. D. Kopylov ◽  
M. A. Laushkin ◽  
Yu. S. Sadalsky

The paper presents the results of a study conducted on the basis of the I.I. Mechnikov North-West State Medical University, aimed at identifying the prospects for the introduction of VR technologies in the medical educational environment. The estimates obtained by questioning 100 students who have passed the equipment testing indicate the possibility of modernizing the educational process by integrating virtual technologies through deep immersion, high comfort when using the simulator, and the possibility of simulating situations from different disciplines.


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