scholarly journals Mobile Virtual Reality as an Educational Platform: A Pilot Study on the Impact of Immersion and Positive Emotion Induction in the Learning Process

Author(s):  
Manuel Contero ◽  
Elena Olmos-Raya ◽  
Janaina Ferreira-Cavalcanti ◽  
M. Concepción Castellanos ◽  
Irene Alice Chicchi Giglioli ◽  
...  
2020 ◽  
Author(s):  
Lora Appel ◽  
Erika Kisonas ◽  
Eva Appel ◽  
Jennifer Klein ◽  
Deanna Bartlett ◽  
...  

BACKGROUND As Virtual Reality (VR) technologies become increasingly accessible and affordable, clinicians are eager to try VR-therapy as a novel means to manage Behavioural and Psychological Symptoms of Dementia (BPSD) which are exacerbated during acute-care hospitalization, with the goal of reducing the use for antipsychotics, sedatives, and physical restraints, associated with negative side-effects, increased length of stay, and caregiver burden. To date no evaluations of immersive VR-therapy have been reported for patients with dementia in acute-care hospitals. OBJECTIVE Determine the feasibility (acceptance, comfort, safety) of using immersive VR-therapy for people living with dementia (mild, moderate, and advanced) during acute-care hospitalization, and explore its potential to manage BPSD. METHODS A prospective longitudinal pilot-study was conducted at a community teaching hospital in Toronto. Ten patients over 65 years (mean = 87) diagnosed with dementia, participated in one or more sessions of viewing immersive 360° VR-footage of nature scenes displayed on Samsung Gear-VR head-mounted-display. The mixed-methods study included patient chart review, standardized observations during intervention, and pre- and post-intervention semi-structured interviews about the VR experience. RESULTS All recruited participants completed the study. Seven out of ten participants displayed enjoyment or relaxation during a VR session, which averaged 6 minutes per viewing. One participant experienced dizziness; no interference between VR equipment and hearing aids or medical devices was reported. CONCLUSIONS It is feasible to expose older adults with various degrees of dementia admitted to an acute-care hospital, to immersive VR-therapy. This pilot provides the basis for conducting the first RCT to evaluate the impact of VR-therapy on managing BPSD in acute-care hospitals. CLINICALTRIAL Research Ethics Board ID: 748-1806-Mis-321 Clinical Trials.gov registration: NCT03941119


Author(s):  
Elena Alcalde Peñalver ◽  
Alexandra Santamaría Urbieta

Nowadays, social networks (SN) are increasingly extended at a professional and personal level, and their use has also been included in educational contexts. In the field of translation and interpretation, in which this proposal is framed, the use of SN seems even more relevant, since working as a freelancer is one of the main professional opportunities of translators and interpreters. This article analyses the impact of Twitter on the learning process of an English class for students of the degree in translation and modern languages in terms of enhancing their communicative competence in English while at the same time increasing their motivation with an approach to professional reality. This analysis was part of a pilot study to examine to what extent the use of this social network could be useful and positive for our students.


2021 ◽  
Vol ahead-of-print (ahead-of-print) ◽  
Author(s):  
Jaime A. Hannans ◽  
Colleen M. Nevins ◽  
Kristin Jordan

Purpose The aim of the study was to explore aspects of learning in terms of gain in knowledge, confidence and empathy with immersive virtual reality (VR) from the patient perspective in undergraduate nursing students. Design/methodology/approach A pilot study integrating immersive VR experiences during clinical courses was facilitated based on the INACSL (2016) standards for simulation practices with a convenience sample of 165 nursing students in three levels of cohorts, using two different VR scenario simulations. Quantitative and qualitative data were collected through pre- and post-surveys. Findings Student participants embodied patients with chronic disease using immersive VR. Findings showed substantial gains in most measures of knowledge, confidence and empathy, with slightly less difference seen in lower level nursing students particularly with empathy and understanding. Research limitations/implications Embodiment through immersive VR scenarios was shown to increase learner development. The positive findings from the pilot study justified continuance of integration of immersive VR in nursing education, recommending further use and research. Originality/value Simulated learning for nursing has known benefits on knowledge and understanding. Immersive VR is gaining recognition within nursing education as a method to enhance cognitive and affective knowledge. This paper hopes to add insights on the impact of immersive VR for student learning and encourage discussion about the future for innovative immersive teaching and learning approaches for experiential learning.


2021 ◽  
pp. 1-20
Author(s):  
Ashwin Sakhare ◽  
Joy Stradford ◽  
Roshan Ravichandran ◽  
Rong Deng ◽  
Julissa Ruiz ◽  
...  

Background: Aerobic exercise and environmental enrichment have been shown to enhance brain function. Virtual reality (VR) is a promising method for combining these activities in a meaningful and ecologically valid way. Objective: The purpose of this Phase 2 pilot study was to calculate relative change and effect sizes to assess the impact of simultaneous exercise and cognitive training in VR on brain health and cognition in older adults. Methods: Twelve cognitively normal older adults (64.7±8.8 years old, 8 female) participated in a 12-week intervention, 3 sessions/week for 25–50 minutes/session at 50–80%HRmax. Participants cycled on a custom-built stationary exercise bike while wearing a VR head-mounted display and navigating novel virtual environments to train spatial memory. Brain and cognitive changes were assessed using MRI imaging and a cognitive battery. Results: Medium effect size (ES) improvements in cerebral flow and brain structure were observed. Pulsatility, a measure of peripheral vascular resistance, decreased 10.5%(ES(d) = 0.47). Total grey matter volume increased 0.73%(ES(r) = 0.38), while thickness of the superior parietal lobule, a region associated with spatial orientation, increased 0.44%(ES(r) = 0.30). Visual memory discrimination related to pattern separation showed a large improvement of 68%(ES(ηp2) = 0.43). Cognitive flexibility (Trail Making Test B) (ES(r) = 0.42) and response inhibition (ES(W) = 0.54) showed medium improvements of 14%and 34%, respectively. Conclusions: Twelve weeks of simultaneous exercise and cognitive training in VR elicits positive changes in brain volume, vascular resistance, memory, and executive function with moderate-to-large effect sizes in our pilot study.


2018 ◽  
Vol 18 (1) ◽  
pp. 19-34 ◽  
Author(s):  
Ted Jones ◽  
Rebecca Skadberg ◽  
Todd Moore

OBJECTIVE: The use of virtual reality (VR) for pain has numerous studies showing effectiveness. However, there has been limited study of its use for chronic pain. METHODOLGY: This pilot study (N=10) investigated the impact of repeated sessions of a VR application for chronic pain on ten subjects. Impact on pain as well as on psychological variables such as depression, anxiety, catastrophizing, and sense of control over pain was assessed. Subjects underwent three twenty minute sessions of the VR application Cool! on a weekly basis using an Oculus Rift or Vive. The impact of the sessions on pain was assessed at four intervals and psychological data captured at two intervals. RESULTS: Results indicate that the VR sessions provided significant pain relief in all treatment sessions with an average of a 66% reduction in pain during the VR session and a 45% reduction in pain immediately after the session. A decrease in pain was reported to last an average of 30 hours after the session. There appeared to be limited if any impact of the VR intervention on chronic pain levels across time. There was no significant impact found for the VR intervention on depression, anxiety, catastrophizing and sense of control over pain. CONCLUSION: Implications for the use of VR on chronic pain conditions are discussed. More frequent VR interventions for chronic pain may be needed to impact pain across time. In addition, VR applications might not be used as an interventional-type in-office treatment as done here but perhaps need to have a skill teaching component or be an application available for in-home and more frequent use.


2007 ◽  
Author(s):  
Danielle V. Shelov ◽  
Sonia Suchday ◽  
Jennifer P. Friedberg
Keyword(s):  

2020 ◽  
Vol 4 (2) ◽  
pp. 118-129
Author(s):  
Asti Gumartifa ◽  
◽  
Indah Windra Dwie Agustiani

Gaining English language learning effectively has been discussed all years long. Similarly, Learners have various troubles outcomes in the learning process. Creating a joyful and comfortable situation must be considered by learners. Thus, the implementation of effective learning strategies is certainly necessary for English learners. This descriptive study has two purposes: first, to introduce the classification and characterization of learning strategies such as; memory, cognitive, metacognitive, compensation, social, and affective strategies that are used by learners in the classroom and second, it provides some questionnaires item based on Strategy of Inventory for Language Learning (SILL) version 5.0 that can be used to examine the frequency of students’ learning strategies in the learning process. The summary of this study explains and discusses the researchers’ point of view on the impact of learning outcomes by learning strategies used. Finally, utilizing appropriate learning strategies are certainly beneficial for both teachers and learners to achieve the learning target effectively.


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