VR training program for fire escape: Learning progress predicted by the perception of fire presence, VR operational frustration, and gameplay self-efficacy

Jon-Chao Hong , Hsun-Yu Chan , Yun-Hsuang Teng , Kai-Hsin Tai , Chang-Zhen Lin
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引用次数: 1

Abstract

Most VR fire escape training programs only task learners to observe the procedure of fire escape in different simulated fire scenes. To improve the effectiveness of such training programs for everyone, we tested a “fire escape virtual reality training program” which takes advantage of the feedback on the action to help individuals to learn the necessary and correct steps of fire escape. The virtual program emulates a real fire scene by providing realistic visual and auditory stimuli. A single-group quasi-experimental study was carried out to measure the effectiveness of the program, and a total of 173 seventh- and eighth-grade students from a high school in New Taipei City participated. The results of structural equation modeling showed that 1) gameplay self-efficacy was negatively predicted by frustration, 2) fire presence positively predicted gameplay self-efficacy, and 3) gameplay self-efficacy positively predicted learning progress. The findings suggested that critical life-saving skills such as fire escape skills can be readily acquired and trained through individual virtual reality training programs.

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火灾逃生VR培训项目:通过火灾存在感、VR操作挫败感和游戏自我效能感预测学习进度
大多数虚拟现实逃生训练项目只要求学习者在不同的模拟火灾场景中观察逃生过程。为了提高此类培训计划对每个人的有效性,我们测试了一个“逃生虚拟现实培训计划”,该计划利用对行动的反馈,帮助个人学习必要和正确的逃生步骤。虚拟程序通过提供逼真的视觉和听觉刺激来模拟真实的火灾场景。采用单组准实验研究的方法来衡量该计划的有效性,共有173名来自新北市一所高中的七年级和八年级学生参加。结构方程建模结果表明:1)游戏自我效能感受挫折感的负向预测,2)火力存在正向预测游戏自我效能,3)游戏自我自我效能感正向预测学习进度。研究结果表明,通过个人虚拟现实培训计划,可以很容易地获得和培训关键的救生技能,如逃生技能。
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