An experiential learning-based virtual reality approach to fostering problem-resolving competence in professional training

Author(s):  
Chun-Chun Chang ◽  
Gwo-Jen Hwang
2021 ◽  
Vol 21 (1) ◽  
Author(s):  
Andrea M. Hutchins ◽  
Donna M. Winham ◽  
Jinette P. Fellows ◽  
Michelle M. Heer

Abstract Background As is common across the health professions, training of Registered Dietitian Nutritionists (RDNs) requires experiential learning for interns/students to gain skills and demonstrate entry-level competency. Preceptors are essential to the experiential learning component of health care professional training, providing supervision and mentoring as students and interns gain the skills required for entry-level practice competency. Over the past 27 years, 47–73% of applicants to dietetic internships have received a placement. Practitioners willing to volunteer as preceptors are needed to generate more internship or experiential learning opportunities for the profession to continue to meet workforce demands. Methods The objective of this national-level online cross-sectional survey was to identify perceptions and attitudes associated with the preceptor role and incentives that might encourage precepting by current RDNs. A random sample of RDN and Nutrition and Dietetic Technicians, Registered (NDTR) professionals from the Commission on Dietetic Registration credentialed practitioner database were eligible to participate in the online survey. The main outcome measures included perceptions, attitudes, and preferred incentives to precept compared by preceptor experience categories (current, former, never precepted). Comparisons of perceptions, attitudes, and preferred incentives were made between preceptor experience categories using Chi-square and ANOVA. Results Of 2464 invitations, 308 participants had complete variables for analysis. Top incentives were the opportunity to earn continuing education units (65.9%) and having expenses paid to attend a national conference (49.5%). Significantly more (P < 0.001) “former” and “never” preceptors reported the ability to choose when to take an intern, training on how to teach and communicate with interns, and access to an “on-call” specialist as incentives compared to “current” preceptors. Significantly more (P < 0.01) “never” preceptors reported training on internship expectations and the ability to provide input on intern selection process as incentives compared to “current” or “former” preceptors. Conclusions Incentives to serve as a preceptor differ based on “current”, “former”, or “never” precepted status. Promoting and strategizing solutions to the current imbalance between the greater number of dietetic internship applicants compared to preceptors should be targeted based on preceptor status to retain current preceptors, encourage former preceptors to return and recruit professionals who have never served.


2021 ◽  
Vol 11 (21) ◽  
pp. 10426
Author(s):  
Qinna Feng ◽  
Heng Luo ◽  
Wenhao Li ◽  
Ying Chen ◽  
Jiakai Zhang

With its ability to afford immersive and interactive learning experiences, virtual reality has been widely used to support experiential learning, of which the learning effectiveness is promoted by the instructional component of debriefing. The current literature on debriefing mainly focuses on the traditional learning contexts while little is known on its effectiveness in immersive virtual reality (IVR) learning environments. Based on the theories of experiential learning and debriefing, this study designed a debriefing strategy based on simulated learning experience and investigated its effectiveness on knowledge and behavioral learning in an IVR learning program, using a randomized controlled trial with 77 elementary students from Hubei province in China. The study results support the efficacy of IVR on improving knowledge acquisition and behavioral performance, and reveal a significant moderating effect of debriefing on the effectiveness of IVR learning environments. The study confirms the critical role of debriefing in IVR-based instruction and provides theoretical and practical implications for the design and implementation of effective IVR learning environments.


2021 ◽  
Vol 11 (22) ◽  
pp. 11019
Author(s):  
Faiz Ullah ◽  
Oh-Jin Kwon ◽  
Seungcheol Choi

Recently, the JPEG working group (ISO/IEC JTC1 SC29 WG1) developed an international standard, JPEG 360, that specifies the metadata and functionalities for saving and sharing 360-degree images efficiently to create a more realistic environment in various virtual reality services. We surveyed the metadata formats of existing 360-degree images and compared them to the JPEG 360 metadata format. We found that existing omnidirectional cameras and stitching software packages use formats that are incompatible with the JPEG 360 standard to embed metadata in JPEG image files. This paper proposes an easy-to-use tool for embedding JPEG 360 standard metadata for 360-degree images in JPEG image files using a JPEG-defined box format: the JPEG universal metadata box format. The proposed implementation will help 360-degree cameras and software vendors provide immersive services to users in a standardized manner for various markets, such as entertainment, education, professional training, navigation, and virtual and augmented reality applications. We also propose and develop an economical JPEG 360 standard compatible panoramic image acquisition system from a single PTZ camera with a special-use case of a wide field of view image of a conference or meeting. A remote attendee of the conference/meeting can see the realistic and immersive environment through our PTZ panorama in virtual reality.


2019 ◽  
Vol 42 (1) ◽  
pp. 29-39
Author(s):  
Daniel Collette ◽  

While the pedagogical benefits of experiential learning are well known, classroom technology is a more contentious topic. In my experience, philosophy instructors are hesitant to embrace technology in their pedagogy. A great deal of this trepidation is justified: when technology serves only to replicate existing methods without contributing to course objectives, it unnecessarily adds extra work for the instructor and can even be a distraction from learning. However, I believe, if applied appropriately, technology can be used to positively enhance the philosophy classroom experience in ways that are not possible in traditional classroom settings – including new ways of experiential learning. To demonstrate this, I offer a case study of implementing virtual reality (VR) as a tool for experiential learning of philosophy. I show how having students “walk a plank” off a skyscraper in VR allowed me to exceed my course objectives for my Existentialism course in particularly effective ways that I could not have done without this technology.


2018 ◽  
Vol 17 (1) ◽  
Author(s):  
Mora Claramita ◽  
Fitriana Murriya Ekawati ◽  
Aghnaa Gayatri ◽  
Wahyudi Istiono ◽  
Adi Heru Sutomo ◽  
...  

2020 ◽  
Author(s):  
Timothy Zhang ◽  
Richard Booth ◽  
Royce Jean-Louis ◽  
Ryan Chan ◽  
Anthony Yeung ◽  
...  

UNSTRUCTURED Health-related virtual reality (VR) applications for patient treatment, rehabilitation, and medical professional training are on the rise. However, there is little guidance on how to select and perform usability evaluations for VR health interventions compared to the supports that exist for other digital health technologies. The purpose of this viewpoint paper is to present an introductory summary of various usability testing approaches or methods that can be used for VR applications. Along with an overview of each, a list of resources is provided for readers to obtain additionally relevant information. Six categories of VR usability evaluations are described using a previously developed classification taxonomy specific to VR environments: (1) cognitive or task walkthrough, (2) graphical evaluation, (3) post hoc questionnaires or interviews, (4) physical performance evaluation, (5) user interface evaluation, and (6) heuristic evaluation. Given the growth of VR in health care, rigorous evaluation and usability testing is crucial in the development and implementation of novel VR interventions. The approaches outlined in this paper provide a starting point for conducting usability assessments for health-related VR applications; however, there is a need to also move beyond these to adopt those from the gaming industry, where assessments for both usability and user experience are routinely conducted.


Author(s):  
Yu-Shan Chang ◽  
Chia-Hui Chou ◽  
Meng-Jung Chuang ◽  
Wen-Hung Li ◽  
I.-Fan Tsai

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