TY - JOUR
T1 - Immersive virtual reality as an action
T2 - Measuring approach and learning status of learners after planning myVOR
AU - Tacgin, Zeynep
N1 - Publisher Copyright:
© 2020 International Council for Educational Media.
PY - 2020
Y1 - 2020
N2 - This research investigates the learning progress and bottlenecks of students during learning via an immersive virtual reality environment. At the planning stage of this action research, an immersive virtual reality learning environment–myVOR- was designed and developed to teach concepts and procedures. myVOR was developed using the Unity game engine. Depth-camera integrated Head Mounted Display was used to support the skill training of learners via intuitive gesture interaction. In the action stage, myVOR was applied to fourteen 3rd year nursing students, once a week for a month. Qualitative and quantitative data were gathered to analyse learning status and, the fluctuation among sessions concerning behaviours, attitudes, reactions. Data were collected from video recordings, myVOR logs, interviews, and an information exam. The results indicated that myVOR was sufficient to teach concepts and complex procedures. However, the learners experienced problems before adapting the used technology, and this affected their behaviours and attitudes during training. The findings of this research support the requirement for a comprehensive needs analysis before designing immersive virtual reality learning environments.
AB - This research investigates the learning progress and bottlenecks of students during learning via an immersive virtual reality environment. At the planning stage of this action research, an immersive virtual reality learning environment–myVOR- was designed and developed to teach concepts and procedures. myVOR was developed using the Unity game engine. Depth-camera integrated Head Mounted Display was used to support the skill training of learners via intuitive gesture interaction. In the action stage, myVOR was applied to fourteen 3rd year nursing students, once a week for a month. Qualitative and quantitative data were gathered to analyse learning status and, the fluctuation among sessions concerning behaviours, attitudes, reactions. Data were collected from video recordings, myVOR logs, interviews, and an information exam. The results indicated that myVOR was sufficient to teach concepts and complex procedures. However, the learners experienced problems before adapting the used technology, and this affected their behaviours and attitudes during training. The findings of this research support the requirement for a comprehensive needs analysis before designing immersive virtual reality learning environments.
KW - attitude
KW - behaviour
KW - immersive
KW - learning
KW - reaction
KW - Virtual reality
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U2 - 10.1080/09523987.2020.1848509
DO - 10.1080/09523987.2020.1848509
M3 - Article
AN - SCOPUS:85096766125
SN - 0952-3987
VL - 57
SP - 353
EP - 371
JO - Educational Media International
JF - Educational Media International
IS - 4
ER -