scholarly journals Empirical Study on the Effects of the Application of Virtual Reality to Experiential Education on Students’ Learning Attitude and Learning Effectiveness

2021 ◽  
Vol 73 ◽  
pp. 288-298
Author(s):  
Lingke KONG

Along with the change in social environment, a lot of families ignore the parenting styles to result in weak empathy of students, who simply see others’ faults but ignore personal responsibilities. In the experiential education process, the guides encourage students to seek for answers by themselves, allowing students presenting sense of participation and sense of accomplishment. Nevertheless, it requires more research to prove whether experiential education activity could enhance students’ learning effectiveness. Apply experimental design model to the quasi-experimental study, total 198 students in Jiangsu, as the research objects, are precede the 16-week (3 hours per week for total 48 hours) experimental teaching. The research results are summarized as following. 1. Applying virtual reality to experiential education with teams, students reveal good interaction with peers and receive honor and affirmation in the group. The learning attitude and motivation are therefore positive. 2. Applying virtual reality to experiential education activity for team tasks and peers interaction, students present the ability to organize and execute action processes to achieve specific achievement belief and achieve the objectives with the application of virtual reality to experiential education. 3. Students favoring the application of virtual reality to experiential education would engage in the group and regard it as the model to change the behaviors. In this case, students participating in virtual reality applied experiential education appear significantly positive correlations between learning attitude and learning effectiveness. According to the results to propose suggestions, it is expected to more effectively integrate teachers or adjust the directions of teaching strategies to effectively provide the effort direction for students’ learning needs.

Author(s):  
Chien-I Lee ◽  
Ya-Fei Yang ◽  
Shin-Yi Mai

Web-based peer assessment has been considered an important process for learning. However, students may not offer constructive feedback due to lack of expertise knowledge. Therefore, this study proposed a scaffolded assessment approach accordingly. To evaluate the effectiveness of the proposed approach, the quasi-experimental design was employed to investigate the effects of scaffolded assessment for self-critiques and peer assessment on students' learning effectiveness in the web-based assessment activities. A total of ninety 7th graders participated in the experiment, and divided into three groups with or without the scaffolding critique. The results show the use of the scaffolded assessment in the web-based peer assessment activities did not show a significant difference in the students' learning effectiveness. Even though the results show that learning effectiveness of the participants in the two experimental groups is significantly enhanced, there is no significant effect of providing the scaffolded assessment on the participants' learning effectiveness in the three groups. In addition, the participants showed a positive learning attitude toward the web-based assessment activities and agreed that the activities could enhance the participants' interactions between the peers and instructor.


2013 ◽  
pp. 173-187
Author(s):  
Shi-Jer Lou ◽  
Min-Yeuan Lan ◽  
Hsiu-Ling Yen

This study used a single-group pre-test/post-test design for a quasi-experimental study to implement a 12-week teaching activity. The research tools included a learning achievement test, a learning attitude scale, a portfolio assessment scale, a response and observation record form on Facebook, and a teaching reflection log. Each tool helped to identify the effect of problem-based learning on students’ learning effectiveness and attitude. The following statistical methods were used to analyze quantitative data: descriptive statistics, one-way analysis of variance (ANOVA), nonparametric tests, single sample t-tests, dependent sample t-tests, Pearson product moment correlations, and Kendall harmony coefficients. The research results are as follows: (1) the teaching model of problem-based Facebook learning has a significant effect on the learning effectiveness of some students and has a positive effect on learning attitude; (2) there is a significant difference in the effectiveness of problem-based Facebook learning among students with different Website hosting experiences and among those who used Facebook’s message function to varying degrees; (3) the problem-based Facebook learning has a significant impact on the effectiveness of the learning portfolios for students with different Website hosting experiences and message function utilization; (4) the problem-based Facebook learning method used for plant identification has a significant effect on the learning attitude of students; and (5) there is a significant positive correlation among the problem-based Facebook teaching of plant identification, students’ learning effectiveness, and learning attitude.


2021 ◽  
Vol 10 (11) ◽  
pp. 2486
Author(s):  
Jung-Hee Ryu ◽  
Jin-Woo Park ◽  
Sang Il Choi ◽  
Ji Young Kim ◽  
Hyunju Lee ◽  
...  

Virtual reality (VR), which offers an immersive experience, has been implemented into the education of pediatric patients to reduce peri-procedural anxiety. This randomized clinical trial evaluated the effect of VR, compared with standard video, on reducing anxiety and distress in pediatric patients undergoing chest radiography. A total of 120 children aged 4 to 8 years with scheduled chest radiography appointments were randomized into either the tablet or the VR group. Children in the tablet group experienced chest radiography indirectly with a 3 min tablet video, whereas those in the VR group received the same content via a VR experience. The distress of children was measured using the Observational Scale of Behavioral Distress (OSBD) scale. Parental presence and procedural outcomes were also recorded. The number of less distressed children (OSBD score < 5) was significantly higher in the VR group than in the tablet group (49 [81.7%]) vs. 32 [53.3%]) (p = 0.001). The OSBD scores, the need for parental presence, the procedure time, and the number of repeated procedures were all lower in the VR group. The immersive VR experience appears to decrease the degree of anxiety in children and increase the efficiency of the procedures compared with the tablet video with the same content.


Author(s):  
Guan-Bo Chen ◽  
Che-Wei Lin ◽  
Hung-Ya Huang ◽  
Yi-Jhen Wu ◽  
Hung-Tzu Su ◽  
...  

Because of a shortage of health care providers, providing rehabilitation in health care facilities is difficult. Virtual reality–based rehabilitation is effective in older populations. There are only a few studies among patients with sarcopenia. This is a quasi-experimental, single-group, pretest–posttest design evaluating the clinical effectiveness of virtual reality–based progressive resistance training among residents aged over 60 years with sarcopenia in rural care facilities. The authors used Oculus Rift with headsets to provide the virtual reality–based progressive resistance training. The authors administered the program twice per week, 30 min per session, for 12 weeks. The primary outcomes were dominant handgrip strength, walking speed, and appendicular skeletal muscle mass index. Data from 30 participants were analyzed. Significant improvements in handgrip strength and walking speed were observed. Although an increasing trend in appendicular skeletal muscle mass index was observed, it did not reach statistical significance. The authors concluded that the virtual reality–based progressive resistance training is partially effective in older sarcopenic adults in health care facilities.


2020 ◽  
Vol 3 (3) ◽  
pp. 173
Author(s):  
Iin Inawati ◽  
Didi Suherdi ◽  
Pupung Purnawarman

The aim of this study was to investigate the students actual foreign language needs (Masuhara, 1998: 239-260) , namely : first,  personal needs which focus on their personal information and second, learning needs covers five points, to be exact: learning attitude, learning preferences regarding activities, teaching media and topics in the EFL classroom, the gap between the target level and the present level of proficiency. A descriptive survey research design was used in this study. A set of smiley questionnaire were collected from for 113 kindergarteners from six kindergartens in Pringsewu District, Lampung Province, Indonesia. Furthermore, interviews with six homeroom teachers and six principals were conducted to get deeper data. The results show that the students are members of various tribe, included in the low to middle socioe-conomic class, the number of students surveyed is more female than male (62 female and 51 male) aged 6-7 years old. They have positive attitude toward EFL class, and they prefered learning English using games to other activities . Animals, numbers and foods were the students favorite topics. Furthermore, from four kinds of oral competencies they were able to naming objects. 


Author(s):  
Kyung-Ah Kang ◽  
Shin-Jeong Kim ◽  
Myung-Nam Lee ◽  
Mikang Kim ◽  
Sunghee Kim

With the global pandemic of the coronavirus disease, virtual reality simulation (vSim) has emerged as a simulation educational method. The purpose of this study is to examine the learning effects of vSim by comparing three different educational modalities of nursing care for children with asthma. A quasi-experimental design with three different teaching methods, vSim, high-fidelity simulation (HFS), and vSim with HFS, were used in the study. The group using vSim with HFS showed the highest scores in knowledge, confidence in practice, and performance compared to groups using vSim or HFS alone. Simulation practice using vSim combined with HFS could be an effective educational method for nursing students.


2021 ◽  
Vol 112 ◽  
pp. 106639
Author(s):  
Veronica U. Weser ◽  
Lindsay R. Duncan ◽  
Tyra M. Pendergrass ◽  
Claudia-Santi Fernandes ◽  
Lynn E. Fiellin ◽  
...  

Author(s):  
Raquel Espinosa Castañeda ◽  
Hugo Ivan Medellín Castillo

The concept of inclusive education goes beyond considering the needs of people with disabilities; it refers to the process of recognizing the students' learning needs and to act according to such needs. People with visual limitations do not necessarily require more attention and dedication than other people; they only need to be initially guided and to have accessible information. Thus, one of the main challenges of universal education is to generate inclusive and assistive educational technologies, which can be used for the teaching and learning of people with disabilities. In this chapter, the development and assessment of haptic-enabled virtual reality learning systems for the education of non-sighted people are presented and discussed. These virtual systems represent the research work conducted to promote the accessible education of blind people and to determine the effectiveness of virtual touch in the education of blind people.


2017 ◽  
Vol 36 (5) ◽  
pp. 548-556 ◽  
Author(s):  
Xi Zhang ◽  
Shan Jiang ◽  
Patricia Ordóñez de Pablos ◽  
Miltiadis D. Lytras ◽  
Yongqiang Sun

2014 ◽  
Vol 519-520 ◽  
pp. 907-910
Author(s):  
Hua Jiang

Virtual laboratory for experimental teaching provided a new form, virtual reality modeling language (VRML language) for virtual laboratory construction provides economic effective means. Virtual experiment technology as a new teaching media, which appears to modern teaching will no doubt, especially remote teaching far-reaching impact .This paper discusses the realization method of the virtual laboratory based on VRML.


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