• In the field of education, virtual reality training is becoming more common.
• Students and teachers benefit from VR because it provides a consistent, repeatable environment for teaching.• A study in VR training has shown it's simpler than traditional
teaching at developing technical, practical, and socio-emotional skills.
• Students who completed VR training also showed a 20% boost in confidence after finishing their courses, according to the analysis.
During COVID-19, Walter Garcia was completing his technical
degree in nursing education. His technical university closed its doors to
face-to-face classes eight months before his graduation and quickly switched to
virtual teaching. Fortunately, Walter had no trouble obtaining access to a
computer and the internet in order to complete his classes. Walter was worried,
however, because he would have to miss valuable practical classes aimed at
practicing his professional skills in patient triage and emergency evacuation.
Using WebEx or reading a manual, how will he develop these skills? Walter was
disappointed and concerned about having to complete his degree with these
crucial ability gaps.
Fortunately for Walter, his lab teacher, William O’Donovan, was savvy in
technology and learned a few computer game applications employed
by the medical industry to develop nurses’ technical skills to
reply to medical emergencies. After having the school of
nursing dean's agreement, William purchased Head Mounting Display (HMD)
headsets and licenses that might allow his students access to
the present immersive medical emergency simulator. After giving
students the right training to use the tech, students got access to
the present virtual course. The course might be taken at a
delegated room at the college’s library, or students could borrow the
headsets and check out this simulation experience reception.
Through the simulator, Walter was, after all, ready to enter a
virtual ER and be exposed firsthand to medical emergencies that
would emulate vividly real-life situations.
Students are gaining more access to virtual reality training.
Virtual Reality training is usually referred to as the
method of learning during a simulated or artificial environment.
VR training has existed within the realm of education for over half a
century but has dramatically expanded over the past fifteen years as VR
simulators are getting less costly to develop and increasingly
realistic. Computer game-based training has recently been used in a variety of educational settings, especially in health and safety, engineering, and technical education. Numerous studies assessing the utilization of
immersive training in education yielded promising leads to educational
outcomes.
In some educational fields, the event of adequate cognitive,
technical, and socio-emotional skills remains a challenge for trainees and
their tutors, partly due to the limited availability of hands-on
training or access to appropriate content and learning situations. Even before
the pandemic, it's become particularly challenging for education
systems to provide learning opportunities that provide students with
hands-on pedagogical experiences necessary to develop practical skills,
especially for programs that need the utilization of
laboratories. As a response, educators are beginning to believe VR
simulations to develop learning experiences that might otherwise not
be easily accessible to students. Virtual reality simulations will provide students with realistic training opportunities without putting them under pressure or putting them in danger, while also allowing them to practise several times. Also, VR simulations can provide students access to
situations and learning environments (such as traveling within a cell,
simulated scenarios for speechmaking, among others) that
might rather be very difficult or impossible to access. Such
opportunities can accelerate students' learning curve during a simulated
environment, reproducing real-life conditions and situations without time or
space limitations and far fewer risks than real environments.
Virtual Reality training offers many
pedagogical advantages
VR simulations have the advantage of providing students and teachers with a consistent, repeatable environment in which to learn. Gamification, success metrics, and collaborative functionality (using avatars) can all be embedded in virtual reality simulations, allowing for continuous peer engagement, constructive learning, enjoyment, and performance feedback–all of which improve proficiency-based training.
Constructivism is a theoretical paradigm that is often used to facilitate the application of learning in virtual environments. Students learn by building knowledge and integrating it into their current knowledge system, according to constructivism. As a result, constructivist learning environments will boost active learning, motivation, interactivity, and personalization. VR training simulations are often associated with increased student motivation and appearance, two channels by which they can affect student learning. As a result, virtual reality environments are regarded as pedagogical tools with the ability to enhance student learning.
Is computer game training
successful at developing student’s skills?
A recent study, supported by the Korea International Bank for
Reconstruction and Development Partnerships Facility provides a
scientific review of the extent to which VR training can successfully
develop students’ skills across different education fields [Meta-analysis
assessing the consequences of computer game training on
student learning and skills development]. The research is based on an analysis of 92 separate studies that use rigorous tests to determine the impact of VR training on student learning. Figure 1 presents descriptive statistics of the
experiments included within the study. Most experiments were
conducted in education settings in topics associated with health
and safety and virtual labs for engineering, science, and technical education.
Results in the study show that VR training is, on average, simpler than
traditional training, developing students' technical, practical, and
socio-emotional skills. Results are particularly promising within
the fields of health and safety, engineering, and technical
education. generally, results reveal that students exposed to VR
training, score higher in learning assessments, than students exposed to an
equivalent curricular content delivered through traditional training
methods.
Students who received VR instruction scored higher on socio-emotional skills tests after completing their training than their peers who received conventional instruction, according to the findings. The analysis also indicates
that students exposed to VR training are more efficient using inputs, time,
and/or avoiding performance errors than students exposed to traditional
training, per additional hour of instruction.
The main results of the study are
often summarized as follows:
• A total of 72 experiments show that VR training is equally or more
conducive to enhance student learning outcomes than traditional
training.
• For each additional hour of coaching, students exposed to VR
training score 3 percent higher in learning assessments, in
comparison to students exposed to an equivalent curricular
content delivered through traditional training methods.
• Students who complete VR training report 20% higher levels of confidence and
self-efficacy towards learning after they complete their courses.
• Students who are exposed to VR training are, on average, up to
30 percent more efficient (using inputs, time, and/or avoiding performance
errors) than students exposed to traditional training per additional hour of
instruction.
More evidence is required on the
consequences of VR training in developing countries
Most studies assessing the consequences of VR training on
learning are conducted in OECD countries, notably within US, UK, and Canada. As such, the promising results of
VR training might not necessarily hold altogether educational
settings because several factors necessary for VR training to succeed (e.g.,
connectivity, availability of kit. In many developing-country educational institutions, IT help, students' and teachers' mastery of critical digital skills, and so on) are not guaranteed. Also, it'll be
essential to still assess the cost-effectiveness of VR training.
While VR training's cost-effectiveness is probably going to
vary counting on many parameters like course duration,
field, and sort of technology used, it's not always
assured. Indeed, this sort of instruction might be cost-effective
because it provides savings compared to other alternative multimedia or
traditional laboratories. VR training development requires software development
and equipment, maintenance, support, and updates, which require sustained
investments. To date, not many studies assessing the consequences of
VR training has focused on conducting a cost-benefit or cost-effectiveness
analysis of VR instruction compared to traditional training methods. Having
more such information is going to be crucial to assess the
scalability potential of VR training across education systems.
In summary, VR training tends to be an efficient mechanism of
instruction to develop students’ skills and has proved to be a valuable
tool for college kids like Walter, especially amid COVID-19. Walter
received employment offer to help the ER at his the local hospital, where he will surely encounter similar situations to those he
was exposed to when taking the VR training. Moving forward, it'll be
important to still assess the pros and cons of using VR for
pedagogical instruction for various subjects also as its
cost-effectiveness and scalability.
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