Nicola Veitch, Claire Donald, Andrew Judge, Christopher Carman, Pamela Scott, Sonya Taylor, Leah Marks, Avril Edmond, Nathan Kirkwood, Neil McDonnell, Fiona Macpherson
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引用次数: 0
Abstract
Virtual reality (VR) is increasingly being used as a teaching and learning tool, however scaling this technology is difficult due to technological and cost considerations. An alternative approach that helps to address these problems is VR-by-proxy, where teaching takes place within a VR environment that is controlled by one lecturer and broadcast to students online. This allows the content to be accessed without specialist equipment while still offering an immersive and interactive experience. Taking advantage of the enforced move to online learning during the COVID-19 pandemic, this study evaluates the implementation of a novel VR-by-proxy disease diagnostic laboratory VR simulation within an undergraduate life sciences course in a higher education setting. Student participants were randomly allocated into two groups: the test group, who took part in a VR-by-proxy lesson; and a control group, who worked with interactive online lab manual material. We assessed improvement in learning and enjoyment through questionnaires before and after these tasks and collected qualitative data on student attitudes towards VR through focus groups. Our results indicate that although there is no observable difference in learning outcomes between the two groups, students in the test group reported an improved learning experience, confidence and enjoyment of learning. In our focus groups, confidence was understood in two ways by participants: firstly, as 'understanding' of the various steps involved in conducting a quantitative polymerase chain reaction experiment and secondly as a more general 'familiarity' with the laboratory setting. This study adds to the growing body of research into the effectiveness of VR for learning and teaching, highlighting that VR-by-proxy may provide many of the same benefits.
Supplementary information: The online version contains supplementary material available at 10.1007/s10055-025-01106-3.
期刊介绍:
The journal, established in 1995, publishes original research in Virtual Reality, Augmented and Mixed Reality that shapes and informs the community. The multidisciplinary nature of the field means that submissions are welcomed on a wide range of topics including, but not limited to:
Original research studies of Virtual Reality, Augmented Reality, Mixed Reality and real-time visualization applications
Development and evaluation of systems, tools, techniques and software that advance the field, including:
Display technologies, including Head Mounted Displays, simulators and immersive displays
Haptic technologies, including novel devices, interaction and rendering
Interaction management, including gesture control, eye gaze, biosensors and wearables
Tracking technologies
VR/AR/MR in medicine, including training, surgical simulation, rehabilitation, and tissue/organ modelling.
Impactful and original applications and studies of VR/AR/MR’s utility in areas such as manufacturing, business, telecommunications, arts, education, design, entertainment and defence
Research demonstrating new techniques and approaches to designing, building and evaluating virtual and augmented reality systems
Original research studies assessing the social, ethical, data or legal aspects of VR/AR/MR.