The Effect of Virtual Reality on Knowledge Transfer and Retention in Collaborative Group-Based Learning for Neuroanatomy Students

Author(s):  
Vinicius Souza ◽  
Anderson Maciel ◽  
Luciana Nedel ◽  
Regis Kopper ◽  
Klaus Loges ◽  
...  
2021 ◽  
Vol 13 (14) ◽  
pp. 7916
Author(s):  
Martin Krajčovič ◽  
Gabriela Gabajová ◽  
Marián Matys ◽  
Patrik Grznár ◽  
Ľuboslav Dulina ◽  
...  

The article deals with the design of virtual reality (VR) interactive training as a teaching method and its effect on knowledge transfer and retention of students. The first part presents the methodology of the VR interactive training design. The second part utilizes the created interactive training for a case study to evaluate its effect on the teaching process and to examine the potential of VR interactive training as a sustainable teaching method. The study took place at the Department of Industrial Engineering, Faculty of Mechanical Engineering, University of Žilina. Volunteers were divided into two groups. The first group used VR interactive training as a teaching method, while the second group used the conventional method. Both groups then underwent tests. The main goal was to evaluate the effect of the VR interactive training on the teaching process in comparison to the conventional method while trying to identify the key elements of the VR interactive training design and its influence on knowledge transfer and retention in a sustainable learning environment. At the start of the case study, four hypotheses were formed, questioning the effect of interactive training on knowledge transfer and retention in the long and short term, and its overall influence on the teaching process. Obtained data were then used to evaluate these hypotheses.


2022 ◽  
Author(s):  
Daniel Martin ◽  
Sandra Malpica ◽  
Diego Gutierrez ◽  
Belen Masia ◽  
Ana Serrano

Virtual reality (VR) is rapidly growing, with the potential to change the way we create and consume content. In VR, users integrate multimodal sensory information they receive, to create a unified perception of the virtual world. In this survey, we review the body of work addressing multimodality in VR, and its role and benefits in user experience, together with different applications that leverage multimodality in many disciplines. These works thus encompass several fields of research, and demonstrate that multimodality plays a fundamental role in VR; enhancing the experience, improving overall performance, and yielding unprecedented abilities in skill and knowledge transfer.


2018 ◽  
Vol 102 ◽  
pp. 159-168 ◽  
Author(s):  
Luca Chittaro ◽  
Cynthia L. Corbett ◽  
G.A. McLean ◽  
Nicola Zangrando

2021 ◽  
Vol 21 (2) ◽  
pp. 1-28
Author(s):  
Minna Vasarainen ◽  
Sami Paavola ◽  
Liubov Vetoshkina

Extended reality (XR), here jointly referring to virtual, augmented, and mixed (VR, AR, MR) reality, is becoming more common in everyday working life. This paper presents a systematic literature review of academic publications on XR indicating changes in practical organization of work. We analyse both application areas of XR and theoretical and methodological approaches of XR research. The review process followed the PRISMA statement. Design, remote collaboration, and training were the main application areas of XR. XR enabled overcoming of obstacles set by time and space, safety, and resources by mediating experience of space. Research on XR applications in actual working life settings is yet relatively rare and covers primarily three areas: collaboration, evaluation of knowledge transfer, and work practices. Virtual reality was the most common form of applied XR, although the hardware used varied case by case. We identified four research areas regarding XR: collaboration, work practices, and evaluation of knowledge transfer, which somewhat followed the application areas. We did not find XR-specific methodologies in the reviewed articles, only few recent studies used novel ways of collecting research material, such as recording the movement in virtual reality. For now, XR still holds significant potential rather than clearly confirmed general advantages in working life.


Author(s):  
T. P. Kersten ◽  
D. Trau ◽  
F. Tschirschwitz

Abstract. Virtual Reality (VR) has established itself in recent years in the geosciences through its application in the immersive visualization of spatial data. In particular, VR offers new possibilities for the user to acquire knowledge through playful interaction within a virtual environment. This paper details the development and implementation of a new form of knowledge transfer, based on interactivity within a VR system. The particular use-case discussed is a VR application focusing on the four-masted barque Peking. From 2023 on, the restored ship will form an important exhibit in the future German Hafenmuseum in Hamburg. The new VR application offers users the possibility to enter and explore a virtual model of the Peking and find out more information at three separate points of interaction (3D object models, sails and ship flags). These interaction points provide a timely opportunity to examine several of the theoretical aspects of knowledge transfer through interactivity and integrate them in the development of the VR application. Above all, the VR application should be an important part of the learning process for the user. There remains still much potential for further research into more advanced approaches such as support for user-input questions and tailored content.


2021 ◽  
Author(s):  
Weimin Li ◽  
Hui Huang ◽  
Qin Li ◽  
Tao Zhang ◽  
Wenzhe Gao ◽  
...  

Abstract Backgroud: Virtual reality (VR) technology represents the future of medical education due to its unique advantages, especially with the Covid-19 pandemic lasting. We developed a laparoscopic VR surgery collaborative training platform hoping to shed light on future medical education in China.Methods: We constructed a VR surgery training platform and designed surgery curriculum on laparoscopic cholecystectomy (LC). 36 first-year postgraduate students in China standardized training program for resident doctor (C-STRD) from the Third Xiangya Hospital of Central South University were enrolled for validation trials. In the Phase I trial, 12 students performed LC in the exploration mode. After training in the surgery learning mode, they performed LC again. The LC scores before and after training were compared. In the Phase II trial, another 12 students were randomly assigned to either the collaborative group or the control group. The former trained with a senior surgeon collaboratively in the surgery learning mode and then performed LC alone in the exploration mode. The latter trained in the surgery learning mode by themselves and performed LC in the exploration mode. The LC scores between groups were compared. The user experience (intention to use, skills improvement, usability, degree of enjoyment) were analyzed through questionnaires from the above 24 students. Interest in surgery learning of Phase I students was compared with 12 students who didn’t experience the VR platform.Results: In Phase I trial, the mean LC scores of the students were elevated from 56.83 to 61.17 (p=0.042) after learning in surgery learning mode. In Phase II trial, collaborative group students had higher scores than their rivals (67.17 vs 61.33, p=0.014). Most students have a positive users’ experience regarding the intention to use and skills improvement. Collaborative group students had higher evaluation regarding usability. Students who experienced the VR platform were significantly more interested in future surgery learning (3.60 vs 2.58, p <0.05).Conclusion: Our study constructed a VR platform for collaborative surgery training, which showed an excellent training effect. Medical students rated the platform highly, and their interest in learning increased.


Plaridel ◽  
2019 ◽  
Vol 16 (1) ◽  
pp. 25-38
Author(s):  
Gregg Lloren

This paper contributes to the introductory study on the sociocultural impact of immersive technology or ImT, in the form of 360 video capture and virtual reality projection. A young technology in the field of visual language, ImT challenges the supremacy of the frame in cinematic mediums—TV, video, film—and, in effect, introduces new notions in visual grammar of the multimodality of moving images, aka the kineikonic mode of media theorist Andrew Burn (2013). Using the dialogic system of Mikhail Bakhtin, this paper situates the place of immersive technology in the historiography of visual language, from the proscenium of the classical theater to cinema, and to virtual reality. In doing so, this study is able to demonstrate how immersive technology becomes the newest expression of mankind’s linguistic resolve to transcend its physical limitations in the field of communication, information production and consumption, knowledge transfer, and dissemination of cultures.


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