Lecture-based, virtual reality game-based and their combination: which is better for higher education?

2021 ◽  
Vol ahead-of-print (ahead-of-print) ◽  
Author(s):  
Mirza Rayana Sanzana ◽  
Mostafa Osama Mostafa Abdulrazic ◽  
Jing Ying Wong ◽  
Kher Hui Ng ◽  
Shams Ghazy

PurposeThis paper presents an educational virtual reality (VR) game and experiments with different methods of including it into the teaching process. The purpose of this research study is to discover if immersive VR games can be used as an effective pedagogical tool if blended with traditional lectures by assisting learning gain, memory and knowledge retention while increasing edutainment value.Design/methodology/approachThis research design comprises three different methods of learning: lecture-based involving lecture slides, infographics, and a video, game-based involving an immersive VR game of oil rig exploration, and the combination of lecture and game-based. Participants of each method filled up a questionnaire before and after participation to measure the learning gain, memory, and knowledge retention.FindingsFrom the predominant findings of the study, the combined method demonstrated a significant increase in learning gain, memory, and knowledge retention and maybe a potentially suitable pedagogical tool.Research limitations/implicationsLimitations of the study include findings based on one VR game with a specific educational topic, additionally, it is suspected that having different participants for each of the three methods may have slightly affected the results, albeit to a limited extent.Practical implicationsFindings of this study will provide evidence that VR games can be used alongside traditional lectures to aid in the learning process. Educators can choose to include VR games into their curriculums to improve the educational delivery process.Originality/valueThis research contributes to ways of incorporating VR games into educational curriculums through findings of this study highlighting the combination of VR games with lectures.

2019 ◽  
Vol 76 (1) ◽  
pp. 24-28
Author(s):  
Juraj Halička ◽  
Erik Sahatqija ◽  
Michal Krasňanský ◽  
Karolína Kapitánová ◽  
Monika Fedorová ◽  
...  

Purpose: Amblyopia is one of the most common childhood disease. The average prevalence of amblyopia in children is estimated at 2-5 %. It arises during the child development until the age of six, if not treated then, it persist throught adulthood. The aim of our work is to retrospectively analyze the results of treatment of anisometropic amblyopia using dichoptical training in virtual reality in adult amblyopic patients. Materials and Methods: Our group consisted of 84 amblyopic patients with anisometropic amblyopia with an average age of 33.8 ± 9.4 years. Patients played a video game twice a week in the Oculus Rift 3D virtual reality. Together they completed 8 visual trainings, with one training lasting 60 minutes. Before and after the training we evaluated the best corrected visual acuity (BCVA). Discussion: Throughout the group, we observed an improvement of 0.1 BCVA from 0.48 to 0.58 Sloan table (p <0.05). 17% of patients before training and 31% after visual training reached BCVA better or equal to 0.9. The overall response rate was 56% in adult patients (n = 47). Conclusion: Our results suggest that a certain degree of residual neuro-plasticity in the visual cortex can be revealed in the adult brain, thereby improve visual acuity in adult amblyopic patients.


2021 ◽  
pp. 1-10
Author(s):  
Evgenia Paxinou ◽  
Dimitrios Kalles ◽  
Christos T. Panagiotakopoulos ◽  
Argyro Sgourou ◽  
Vassilios S. Verykios

The current trends in education for distance and personalized learning, calls for further investigation on the educational benefits of a Virtual Reality (VR) software, regarding laboratory science courses. In this study, we investigated the teaching effectiveness of a VR-oriented innovative method vs a more traditional pedagogical approach, by measuring the Pre-Post change, commonly called as Learning Gain (LG). An Item Response Theory model, The Rasch Model (RM), was used to assess the LG as the difference between the students’ ability before and after the educational treatment. The participants, (N= 54) graduate students enrolled in the Department of Primary Education, at the University of Patras, in Greece, were divided into two groups and followed two different scenarios to be educated on the topic of microscopy. Our findings provided evidence in favor of using simulations as a supplementary tool to the learning procedure. According to the LG analysis, the students that interacted with the VR software showed a higher change in ability, compared to their fellow students, who followed a more classic teaching methodology and obtained no LG between the Pre and Posttesting situation.


2018 ◽  
Vol 73 (2) ◽  
pp. 186-198 ◽  
Author(s):  
Louis-Etienne Dubois ◽  
Chris Gibbs

Purpose This paper aims to expand the media-related tourism literature in a new domain of application by highlighting a connection between the world of video games and tourism. Design/methodology/approach Through deductive content analysis, this study looks at 137 online comments posted on popular gaming and travel websites that connect two popular video games (Assassin’s Creed II and Assassin’s Creed Unity) and travel motivation. Findings Results establish that video games share similar travel motivation elements with film and should be considered as a driver of tourism. It argues that destinations should consider video games as a platform for motivating tourists before they consider investing in virtual reality. It outlines opportunities for destinations interested in video game-induced tourism and calls for more research and case studies that link video games with destinations. Originality/value This is, to the authors’ knowledge, the first paper to investigate this connection. As such, it outlines untapped opportunities for destinations interested in video game-induced tourism and opens up a new line of research within media-related tourism literature.


2021 ◽  
Vol ahead-of-print (ahead-of-print) ◽  
Author(s):  
Meredith Thompson ◽  
Cigdem Uz-Bilgin ◽  
M. Shane Tutwiler ◽  
Melat Anteneh ◽  
Josephine Camille Meija ◽  
...  

Purpose This study isolates the effect of immersion on players’ learning in a virtual reality (VR)-based game about cellular biology by comparing two versions of the game with the same level of interactivityand different levels of immersion. The authors identify immersion and additional interactivity as two key affordances of VR as a learning tool. A number of research studies compare VR with two-dimensional or minimally interactive media; this study focuses on the effect of immersion as a result of the head mounted display (HMD). Design/methodology/approach In the game, players diagnose a cell by exploring a virtual cell and search for clues that indicate one of five possible types of cystic fibrosis. Fifty-one adults completed all aspects of the study. Players took pre and post assessments and drew pictures of cells and translation before and after the game. Players were randomly assigned to play the game with the HMD (stereoscopic view) or without the headset (non-stereoscopic view). Players were interviewed about their drawings and experiences at the end of the session. Findings Players in both groups improved in their knowledge of the cell environment and the process of translation. Players who experienced the immersive stereoscopic view had a more positive learning effect in the content assessment, and stronger improvement in their mental models of the process of translation between pre- and post-drawings compared to players who played the two-dimensional game. Originality/value This study suggests that immersion alone has a positive effect on conceptual understanding, especially in helping learners understand spatial environments and processes. These findings set the stage for a new wave of research on learning in immersive environments; research that moves beyond determining whether immersive media correlate with more learning, toward a focus on the types of learning outcomes that are best supported by immersive media.


2020 ◽  
Vol 30 (5) ◽  
pp. 1407-1425 ◽  
Author(s):  
Mila Bujić ◽  
Mikko Salminen ◽  
Joseph Macey ◽  
Juho Hamari

PurposeThis study aims to investigate how media content consumed through immersive technology may evoke changes in human rights attitudes. It has been proposed that our inability to empathize with others could be overcome by stepping into another's shoes. “Immersive journalism” has been postulated as being able to place us into the shoes of those whose feelings and experiences are distant to us. While virtual reality (VR) and 360-degree news videos have become widely available, it remains unclear how the consumption of content through immersive journalism affects users' attitudes.Design/methodology/approachUtilizing a between-subject laboratory-controlled experiment (N = 87) this study examined participant scores on the Human Rights Questionnaire before and after consuming 360-degree video immersive journalism content via VR (n = 31), 2D (n = 29), and Article (n = 27) formats. Collected data were analysed using statistical inference.FindingsResults indicate that immersive journalism can elicit a positive attitudinal change in users, unlike an Article, with mobile VR having a more prominent effect than a 2D screen. Furthermore, this change is more strongly affected by users' higher Involvement in the content.Originality/valueThese findings are relevant for grasping the distinct effects novel and recently popularized technologies and media have on attitudinal change, as well as inform the current debate on the value of VR as “empathy machines”.


2020 ◽  
Vol 5 (2) ◽  
Author(s):  
Maria da Glória Canto de Sousa

Introduction: Aging brings about several changes in health in the elderly. Dizziness is one of the symptoms most commonly found in this age group, causing psychosocial disorders in the daily activities. Objective: To assess the benefits of virtual reality by using the video game X-Box 360, in the vestibular rehabilitation of affected individuals of dizziness. Materials and Methods: The research consists of an observational study of the quantitative type of exploratory and descriptive character. The participants were five individuals of both genders, with a mean age of 59.6 year, subject to fulfillment of Kinect games and Kinect Sport Adventure the X-Box 360, and evaluated by comparing the scores of Dizzines Handicap interventory - DHI before and after intervention. Results: 80% of participants are female, the gender and age did not influence the improvement of quality of life, 80% had reduction of DHI in the physical, functional and emotional domain and consequently improved quality of life. Conclusion: The language intervention with patients with dizziness, through the video game X-Box 360, provided improvement in the quality of life of patients surveyed.


2021 ◽  
Vol ahead-of-print (ahead-of-print) ◽  
Author(s):  
Huai Jian Beh ◽  
Ali Rashidi ◽  
Amin Talei ◽  
Yee Sye Lee

PurposeThe construction site operates under a hazardous environment that requires a high level of understanding in building systems to minimise accidents. However, the current building education generally adopts paper-based learning approaches that lack hands-on experiences. Furthermore, to achieve Industrial Revolution 4.0 in line with any unforeseen pandemic, the most optimum solution is to transition from physical to technological-based building education. This paper aims to address the problems by proposing a game-based virtual reality (GBVR) for building utility inspection training.Design/methodology/approachThe feasibility of the GBVR for building the utility inspection training approach is validated on a sample of undergraduate engineering students through user experience (survey) and performance-based comparisons against traditional paper-based training method.FindingsThe results show that the developed GBVR training has higher system usability in terms of visual output and knowledge retention than paper-based training due to visualisation technologies. The GBVR training method has also higher user-friendliness because of the higher motivational and engagement factors through the adoption of virtual reality and game-based learning.Research limitations/implicationsGBVR training required a longer training duration and achieved a lower performance score (effectiveness) but can be improved by transitioning into hands-on tasks. This study has the potentials to be extended to vocational training platforms for competency development in the construction workforce by using cutting-edge extended reality technologies.Originality/valueThis paper portrays the benefits of integrating virtual reality technology in building education to overcome the low practicality and engagement of paper-based training.


2020 ◽  
Vol 12 (21) ◽  
pp. 9106
Author(s):  
Xiaoxuan Li ◽  
Kavous Salehzadeh Niksirat ◽  
Shanshan Chen ◽  
Dongdong Weng ◽  
Sayan Sarcar ◽  
...  

This study demonstrates how playing a well-designed multitasking motion video game in a virtual reality (VR) environment can positively impact the cognitive and physical health of older players. We developed a video game that combines cognitive and physical training in a VR environment. The impact of playing the game was measured through a four-week longitudinal experiment. Twenty healthy older adults were randomly assigned to either an intervention group (i.e., game training) or a control group (i.e., no contact). Participants played three 45-min sessions per week completing cognitive tests for attention, working memory, reasoning and a test for physical balance before and after the intervention. Results showed that compared to the control group, the game group showed significant improvements in working memory and a potential for enhancing reasoning and balance ability. Furthermore, while the older adults enjoyed playing the video game, ability enhancements were associated with their intrinsic motivation to play. Overall, cognitive training with multitasking VR motion video games has positive impacts on the cognitive and physical health of older adults.


2021 ◽  
Vol ahead-of-print (ahead-of-print) ◽  
Author(s):  
Maha Hosny Elgewely ◽  
Wafaa Nadim ◽  
Ahmad ElKassed ◽  
Mohamed Yehiah ◽  
Mostafa Alaa Talaat ◽  
...  

PurposeThis research proposes a virtual reality (VR) platform for construction detailing that provides experiential learning in a zero-risk environment. It builds on integrating VR technology as a medium and building information modeling (BIM) as a repository of information and a learning tool.Design/methodology/approachThis work discusses the proposed environment curricular unit prototype design, implementation and validation. The validation of the VR environment was conducted in three phases, namely, piloting, testing (system usability and immersion) and learning gain validation, each of which has its aim and outcomes and has been assessed both qualitatively and quantitatively.FindingsAfter considering the feedback, the VR environment prototype is then validated on the level of learning outcomes, providing the evidence that it would enhance students' engagement, motivation and achievement accordingly. The results indicated 30% learning progress after experiencing the VR environment vs. 13.8% for paper-based studying.Originality/valueIn reference to building construction education, construction site visits provide students with real-life practical experience which are considered an extension for classroom. Nevertheless, it is challenging to integrate construction site visits regularly during the academic semester with respect to the class specific needs. The research at hand adopts integrating VR and BIM in AEC (Architecture, Engineering and Construction) education by proposing a system that can work as a mainstream complementary construction detailing learning method for architecture students. The proposed VR system facilitates a virtual construction site that meets the learning needs where students can explore and build in a real scale environment.


2020 ◽  
Vol 79 (2) ◽  
pp. 63-70
Author(s):  
Petr Květon ◽  
Martin Jelínek

Abstract. This study tests two competing hypotheses, one based on the general aggression model (GAM), the other on the self-determination theory (SDT). GAM suggests that the crucial factor in video games leading to increased aggressiveness is their violent content; SDT contends that gaming is associated with aggression because of the frustration of basic psychological needs. We used a 2×2 between-subject experimental design with a sample of 128 undergraduates. We assigned each participant randomly to one experimental condition defined by a particular video game, using four mobile video games differing in the degree of violence and in the level of their frustration-invoking gameplay. Aggressiveness was measured using the implicit association test (IAT), administered before and after the playing of a video game. We found no evidence of an association between implicit aggressiveness and violent content or frustrating gameplay.


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