The effect of virtual reality technology and education on sustainable behavior: a comparative quasi-experimental study

IF 3.5 Q1 EDUCATION & EDUCATIONAL RESEARCH Interactive Technology and Smart Education Pub Date : 2022-05-19 DOI:10.1108/itse-02-2022-0025
M. Ronaghi
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引用次数: 5

Abstract

Purpose Sustainability is one of the global challenges, individuals and businesses need to change their behavior and consumption patterns to move towards sustainable development. This is not possible without planning for education and related knowledge transfer. On the other hand, disruptive technologies such as virtual reality (VR) have revolutionized the field of education. The purpose of this study is to evaluate the effect of holding traditional training courses and VR-based training courses on sustainable behavior. Design/methodology/approach It is a quasi-experimental study, in which pretest-posttest design and control group are used. The statistical population includes students of one of the Iranian universities. A total of 105 students were randomly divided into two experimental groups and one control group (35 students in each group). Experimental group 1 underwent a training course using VR and Experimental group 2 received a traditional training course. At first, a pre-test was performed and after completing the eight-session period (two 1-h sessions per week), the post-test was conducted again for the groups. Findings The results of analysis of variance test show that there was a significant difference between the mean scores of sustainable behaviors in the post-test phase in the two experimental groups and the control group. Using Tukey’s test, it was found that the scores of sustainable behavior were different among three groups in pairs. That is, holding a training course as well as using VR has been effective on sustainable behavior. Environmental policymakers and planners can use technologies such as VR to teach environmental issues to create a culture of sustainability and sustainable development, in addition to training and educational courses. Originality/value Contribution of this study shows that the use of VR can be effective in learning sustainable behavior. Also, holding training courses is a way to change the consumption pattern and behavior of people to maintain the environment and sustainability.
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虚拟现实技术与教育对可持续行为的影响:一项比较准实验研究
可持续发展是全球性的挑战之一,个人和企业需要改变他们的行为和消费模式,走向可持续发展。如果没有教育和相关知识转移的规划,这是不可能的。另一方面,虚拟现实(VR)等颠覆性技术已经彻底改变了教育领域。本研究的目的是评估举办传统培训课程和虚拟现实培训课程对可持续行为的影响。设计/方法/方法准实验研究,采用前测后测设计和对照组。统计人口包括一所伊朗大学的学生。105名学生随机分为2个实验组和1个对照组(每组35人)。实验组1采用虚拟现实技术进行训练,实验组2采用传统方法进行训练。首先,进行预测试,在完成8个疗程(每周2次1小时)后,再次进行后测试。结果方差检验分析结果显示,实验组和对照组在测试后阶段的可持续行为平均得分存在显著差异。通过Tukey的测试,我们发现三组学生在可持续行为方面的得分是不同的。也就是说,举办培训课程以及使用VR对可持续行为是有效的。除了培训和教育课程外,环境政策制定者和规划者还可以利用VR等技术来教授环境问题,以创造一种可持续发展和可持续发展的文化。本研究的原创性/价值贡献表明,使用VR可以有效地学习可持续行为。此外,举办培训课程是改变人们的消费模式和行为,以维护环境和可持续性的一种方式。
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来源期刊
Interactive Technology and Smart Education
Interactive Technology and Smart Education EDUCATION & EDUCATIONAL RESEARCH-
CiteScore
12.00
自引率
2.30%
发文量
30
期刊介绍: Interactive Technology and Smart Education (ITSE) is a multi-disciplinary, peer-reviewed journal, which provides a distinct forum to specially promote innovation and participative research approaches. The following terms are defined, as used in the context of this journal: -Interactive Technology refers to all forms of digital technology, as described above, emphasizing innovation and human-/user-centred approaches. -Smart Education "SMART" is used as an acronym that refers to interactive technology that offers a more flexible and tailored approach to meet diverse individual requirements by being “Sensitive, Manageable, Adaptable, Responsive and Timely” to educators’ pedagogical strategies and learners’ educational and social needs’. -Articles are invited that explore innovative use of educational technologies that advance interactive technology in general and its applications in education in particular. The journal aims to bridge gaps in the field by promoting design research, action research, and continuous evaluation as an integral part of the development cycle of usable solutions/systems.
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