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Development, validation, and comparative evaluation of an immersive virtual reality for MRI patient preparation training in radiologic technology education 在放射学技术教育中用于MRI患者准备训练的沉浸式虚拟现实的开发、验证和比较评估
Pub Date : 2026-01-17 DOI: 10.1016/j.cexr.2026.100134
Jongwat Cheewakul , Suphalak Khamruang Marshall , Sitthichok Chaichulee
Traditional radiologic technology education primarily relies on lecture-based methods and provides limited hands-on opportunities due to equipment shortages, patient-safety concerns, and limited instructor availability. In this study, we developed an immersive virtual reality (VR) educational module simulating patient preparation for magnetic resonance imaging (MRI). We compared the immediate learning impact of the VR module with that of conventional materials using a randomized two-arm pre-test/post-test design. Twenty-eight second-year radiologic technology students were recruited and randomly assigned to two groups (n = 14 each). The VR module was developed using a 360-degree video capture of the MRI patient preparation process, edited using standard authoring software, and delivered in a virtual classroom platform via an Oculus Rift S headset. After a baseline 20-item pre-test, Group A used traditional materials and Group B experienced the VR module, followed by an immediate post-test. For educational fairness and comparative feedback, participants then crossed over to the alternate modality. Expert review yielded strong content validity (S-CVI = 0.9505) and acceptance (TAM = 4.72/5). Both groups improved from pre-test to post-test. At post-test, the VR group scored higher than the traditional group (independent t: p=0.035; Mann–Whitney U: p=0.045). Change scores did not differ significantly between groups. Students reported high satisfaction with VR (4.78/5). The VR development workflow enabled rapid, potentially low-cost deployment and is transferable to other hands-on procedures in radiologic technology curricula.
传统的放射技术教育主要依赖于以讲座为基础的方法,由于设备短缺、患者安全问题和教师有限,只能提供有限的实践机会。在这项研究中,我们开发了一个沉浸式虚拟现实(VR)教育模块,模拟患者准备磁共振成像(MRI)。我们采用随机的双臂测试前/测试后设计,比较了VR模块与传统材料的即时学习效果。本研究招募28名放射学二年级学生,随机分为两组(每组14人)。VR模块的开发使用了对MRI患者准备过程的360度视频捕捉,使用标准创作软件进行编辑,并通过Oculus Rift S头戴式设备在虚拟教室平台上交付。在进行了20个项目的基准预测试后,a组使用了传统材料,B组体验了VR模块,随后立即进行了后测。为了教育公平和比较反馈,参与者然后跨越到另一种模式。专家评审的内容效度(S-CVI = 0.9505)和接受度(TAM = 4.72/5)较强。两组从测试前到测试后都有所改善。后测时,VR组得分高于传统组(独立t: p=0.035; Mann-Whitney U: p=0.045)。变化得分在两组之间没有显著差异。学生对VR的满意度较高(4.78/5)。VR开发工作流程实现了快速、低成本的部署,并可转移到放射技术课程的其他实践程序中。
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引用次数: 0
Virtual reality as a vehicle for education in the domain of structural building systems 虚拟现实作为结构建筑系统领域的教育工具
Pub Date : 2026-01-15 DOI: 10.1016/j.cexr.2026.100133
Casey J. Rodgers , Jacob Henschen , Eric Shaffer , Ann C. Sychterz
In civil engineering, the ability to translate 2D building drawings to 3D models for structural building system analysis is a critical threshold concept. Virtual Reality (VR) technology may be able to address this challenge as existing studies have shown that VR produces positive learning outcomes and enhanced spatial skills. However, there is a limited amount of research on using VR to improve learning of 3D building structural load paths and analysis as well as civil engineering student comfort levels with VR in an educational setting. Therefore, the goals of this research were to: 1) assess the levels of comfort among students when VR technology is used as an educational tool, and 2) compare how the implementation of VR increases understanding of 3D structural engineering load path problems which are typically only represented in 2D. This research developed and implemented a structural analysis VR module for an undergraduate senior structural design course in the Department of Civil & Environmental Engineering. Kolb's Experiential Learning Cycle was employed to inform the design of the study from an exploration phase to a guided walkthrough to a post-activity quiz to applying the learned knowledge to a course project. The results of the study demonstrated that students performed better when learning about building system loads in VR first and then learning via traditional 2D building drawings compared to vice versa. Also, students indicated being comfortable during their experience. Overall, the contribution of this research to the body of knowledge is the VR framework for assessment of improved student performance pertaining to the key structural engineering systems concept of load path.
在土木工程中,将二维建筑图纸转换为三维模型以进行结构建筑系统分析的能力是一个关键的门槛概念。虚拟现实(VR)技术可能能够解决这一挑战,因为现有研究表明,虚拟现实可以产生积极的学习效果,并增强空间技能。然而,使用VR来提高三维建筑结构荷载路径和分析的学习以及土木工程学生在教育环境中使用VR的舒适度的研究数量有限。因此,本研究的目标是:1)评估学生在使用VR技术作为教育工具时的舒适程度,以及2)比较VR的实施如何增加对通常仅在2D中表示的3D结构工程荷载路径问题的理解。本研究为土木与环境工程系本科结构设计课程开发并实施了结构分析虚拟现实模块。Kolb的体验式学习周期被用来指导研究的设计,从探索阶段到引导演练,到活动后测验,再到将所学知识应用到课程项目中。研究结果表明,学生先在VR中学习建筑系统负载,然后通过传统的2D建筑图纸学习,反之亦然。此外,学生们表示在他们的经历中很舒服。总体而言,本研究对知识体系的贡献是基于荷载路径的关键结构工程系统概念,为评估改进的学生表现提供了虚拟现实框架。
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引用次数: 0
Training-effectiveness of a mixed reality system for human–robot collaboration in industrial settings 工业环境中人机协作的混合现实系统的训练有效性
Pub Date : 2026-01-12 DOI: 10.1016/j.cexr.2026.100135
Silvio Lang, Tom Pfister, Tobias Kaupp
The integration of collaborative robots into manufacturing has significantly transformed industry dynamics by enhancing the effectiveness and adaptability of production processes. This study investigates the potential of mixed reality (MR) technology to revolutionize employee training through immersive and interactive environments that seamlessly merge digital and physical realities. We introduce an MR training system for human–robot collaborative assembly tasks and evaluate its effectiveness as a training tool. The evaluation applies the following metrics: User Experience, Interaction Effectiveness, Affective-Cognitive Response, Technology Readiness, and Task Completion Time. Sixty-three participants with varied technical backgrounds, experience levels, and job roles completed a collaborative assembly task using the MR system. Our analysis includes (1) the overall effectiveness of the MR system on an absolute scale, and (2) the difference in effectiveness given the participants’ backgrounds. For the latter, participants were split into two MR-Affinity groups. Our results suggest that the MR system can effectively train people to jointly work with robots. Secondly, no significant difference between the two MR-Affinity groups was found except for the Task Completion Time. Both results together indicate that MR-based training for human–robot collaboration is generally useful and applicable to users from varied backgrounds.
协作机器人与制造业的集成通过提高生产过程的有效性和适应性,显著地改变了工业动态。本研究探讨了混合现实(MR)技术的潜力,通过无缝融合数字和物理现实的沉浸式和交互式环境,彻底改变员工培训。我们介绍了一种用于人机协作装配任务的MR训练系统,并评估了它作为一种训练工具的有效性。评估采用以下指标:用户体验、交互效果、情感认知反应、技术准备和任务完成时间。63名具有不同技术背景、经验水平和工作角色的参与者使用MR系统完成了一个协作组装任务。我们的分析包括(1)MR系统在绝对尺度上的整体有效性,以及(2)在参与者背景下的有效性差异。对于后者,参与者被分成两个MR-Affinity组。我们的研究结果表明,MR系统可以有效地训练人与机器人共同工作。其次,除了任务完成时间外,两个MR-Affinity组之间没有发现显著差异。这两个结果共同表明,基于磁共振的人机协作训练通常是有用的,适用于来自不同背景的用户。
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引用次数: 0
Seeing the whole picture? An experiment on environmental detail and coherence formation in immersive virtual reality 看清全局了吗?沉浸式虚拟现实中环境细节与相干性形成的实验
Pub Date : 2026-01-09 DOI: 10.1016/j.cexr.2025.100130
C. Hartmann, C. Kosel, A. Wolf, M. Bannert
Immersive virtual reality (IVR) provides rich visual contexts that can enhance or impede learning, depending on how well environmental details align with instructional content. This experiment systematically examined the effects of environmental detail (between-subject factor: situated 360° scene vs. non-situated image) and content coherence (within-subject factor: text coherent vs. incoherent with visual context) on learning, coherence formation, attention, and motivation. A sample of N = 77 university students explored a virtual replica of the Sistine Chapel in a controlled lab setting. Learning outcomes, spatial presence, enjoyment, and cognitive load (as an exploratory measure) were assessed using questionnaires; coherence formation was specifically analysed using eye-tracking data. Contrary to our hypothesis, incoherent content led to better knowledge acquisition than coherent content, regardless of environmental detail. Situated scenes increased enjoyment and drew attention to environmental features but did not improve learning and even impaired it when content was coherent. Notably, we also observed sequencing effects: learning outcomes for the incoherent content were higher when students first engaged with coherent content, suggesting that early exposure to coherent material may help students better process subsequent incoherent information. Our findings challenge the assumption that immersive features inherently support learning and highlight the importance of considering sequencing and coherence in immersive instructional design. Beyond these empirical findings, the study introduces the concept of mental situation models, grounded in established theories of text comprehension and multimedia learning, as a new perspective to understand our findings and the processes of learning and coherence formation in IVR. This perspective provides a promising starting point for advancing theory building and for identifying the boundary conditions of immersive learning.
沉浸式虚拟现实(IVR)提供丰富的视觉环境,可以增强或阻碍学习,这取决于环境细节与教学内容的匹配程度。本实验系统地考察了环境细节(主体间因素:情境360°场景与非情境图像)和内容一致性(主体内因素:文本与视觉环境的连贯与不连贯)对学习、连贯形成、注意力和动机的影响。N = 77名大学生在一个受控的实验室环境中探索了西斯廷教堂的虚拟复制品。使用问卷评估学习成果、空间存在、享受和认知负荷(作为探索性测量);通过眼动追踪数据分析了相干性的形成。与我们的假设相反,不连贯的内容比连贯的内容能更好地获取知识,而不考虑环境细节。情境场景增加了乐趣,吸引了人们对环境特征的注意,但并没有提高学习效果,甚至在内容连贯时还会损害学习效果。值得注意的是,我们还观察到顺序效应:当学生第一次接触连贯的内容时,不连贯内容的学习效果更高,这表明早期接触连贯的材料可能有助于学生更好地处理后续的不连贯信息。我们的研究结果挑战了沉浸式特征本身支持学习的假设,并强调了在沉浸式教学设计中考虑顺序和连贯性的重要性。除了这些实证发现之外,本研究还引入了基于文本理解和多媒体学习理论的心理情境模型的概念,作为理解我们的发现以及IVR学习和连贯形成过程的新视角。这一观点为推进理论建设和确定沉浸式学习的边界条件提供了一个有希望的起点。
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引用次数: 0
Virtual reality, working memory and sensory fidelity: A study of 3D avatars versus 2D video interfaces 虚拟现实、工作记忆和感官保真度:3D化身与2D视频界面的研究
Pub Date : 2025-12-18 DOI: 10.1016/j.cexr.2025.100129
Konstantinos Koumaditis, Unnikrishnan Radhakrishnan, Lasse F. Lui, Gitte Pedersen , Francesco Chinello
Much remains unknown about how virtual reality (VR) environments affect working memory (WM), i.e. the retention of a small amount of information in a readily accessible form. While WM is associated with one's information processing capabilities, executive function, comprehension and problem solving – parameters vital for one to act in a VR environment – it is unclear whether it is affected when information is conveyed through virtual interfaces. In this study, using 106 participants, we examine whether WM in a virtual environment is affected when a 3D avatar or 2D video interface delivers verbal or spatial information, or a combination of the two types. The results did not show statistically significant differences between the two conditions for verbal or spatial tasks. However, a non-significant trend was observed in tasks engaging the central executive, suggesting a potential interface-related effect worth further exploration. These findings highlight the importance of future research on multimodal interface design in VR.
关于虚拟现实(VR)环境如何影响工作记忆(WM),即以易于获取的形式保留少量信息,还有很多未知之处。虽然WM与一个人的信息处理能力、执行功能、理解能力和解决问题的能力有关——这些都是一个人在虚拟现实环境中行动的关键参数——但当信息通过虚拟界面传递时,它是否会受到影响尚不清楚。在这项研究中,我们使用106名参与者,研究了当3D化身或2D视频界面提供口头或空间信息,或两种类型的组合时,虚拟环境中的WM是否会受到影响。结果显示,在语言或空间任务的两种情况下,没有统计学上的显著差异。然而,在涉及中央执行的任务中观察到一个不显著的趋势,这表明潜在的界面相关效应值得进一步探索。这些发现突出了未来VR中多模态界面设计研究的重要性。
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引用次数: 0
Surgical proficiency assessment using virtual reality (VR)-based hybrid simulation for minimally invasive procedures 基于虚拟现实(VR)的微创手术混合模拟的手术水平评估
Pub Date : 2025-12-16 DOI: 10.1016/j.cexr.2025.100128
Saurabh Jain , Seunghan Lee , Samuel R. Barber , Young-Jun Son
Technological advances in extended reality (XR: technology incorporating virtual reality (VR), augmented reality (AR), and mixed reality (MR)) have spurred the development of surgical simulators with the goal of immersing the user in the environment. However, there has been only incremental progress in developing surgical proficiency assessments that are critical in utilizing this technology to train safer and more efficient surgeons. We hypothesize that baseline measurements of expert surgeons (ground truth) and comparisons between users of different proficiency levels can be analyzed to develop an accurate proficiency classification of trainees on a VR-surgical simulator. The foundation of this work is based on our functional endoscopic sinus simulator (FESS) which incorporates a hierarchical task-based analysis of sinus surgery with motion-tracking of the endoscope and surgical instruments. We utilized dynamic time warping (DTW) to combine motion-tracking and operative time of sinus surgery experts to estimate a ground truth, developed a classification network combining motion-tracking and operative time using Decision Tree C5.0, and validated the accuracy of the proficiency classification by conducting extensive experiments with novice (n = 28) and expert (n = 24) users. The proposed work is critical to provide personalized and directed feedback to efficiently train surgeons utilizing simulation.
扩展现实(XR:结合虚拟现实(VR)、增强现实(AR)和混合现实(MR)的技术)的技术进步刺激了手术模拟器的发展,目标是让用户沉浸在环境中。然而,在开发手术熟练程度评估方面只有渐进的进展,这对于利用这项技术培训更安全、更高效的外科医生至关重要。我们假设可以分析专家外科医生的基线测量(基础真实值)和不同熟练程度用户之间的比较,从而在vr手术模拟器上对受训人员进行准确的熟练程度分类。这项工作的基础是基于我们的功能性内窥镜鼻窦模拟器(FESS),它结合了基于任务的鼻窦手术分层分析和内窥镜和手术器械的运动跟踪。我们利用动态时间弯曲(dynamic time warping, DTW)将鼻窦外科专家的运动跟踪和手术时间结合起来估计一个ground truth,利用Decision Tree C5.0开发了运动跟踪和手术时间相结合的分类网络,并通过新手(n = 28)和专家(n = 24)用户进行了大量实验,验证了熟练度分类的准确性。所提出的工作对于提供个性化和定向的反馈以有效地利用模拟培训外科医生至关重要。
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引用次数: 0
Extended reality in the digital age: A literature review on technology-driven learning environments 数字时代的扩展现实:技术驱动学习环境的文献综述
Pub Date : 2025-12-12 DOI: 10.1016/j.cexr.2025.100127
Ottaviano Emma
<div><div>This literature review explores the transformative potential of Extended Reality (XR) - encompassing Virtual Reality (VR), Augmented Reality (AR), and Mixed Reality (MR) - when integrated with Artificial Intelligence (AI) and multimodal interfaces in learning environments for extended education. Through a systematic analysis of 72 peer-reviewed studies (2014–2024), the review identifies five main application areas: professional training, STEM education, soft skills development, general education, and assessment; as well as four pedagogical goals aimed at enhancing learning outcomes, increasing engagement and motivation, ensuring accessibility and safety, and fostering 21st-century skills.</div><div>The findings indicate that XR technologies offer significant benefits, with moderate to high effects on educational outcomes, particularly in experiential contexts. However, their effectiveness is not intrinsic but critically depends on thoughtful pedagogical design, as uncalibrated immersion may increase cognitive load. The review also highlights key challenges such as methodological standardization, geographical disparities in research, the lack of longitudinal studies, and ethical concerns regarding privacy and algorithmic bias.</div><div>It concludes that fully realizing the potential of XR requires an interdisciplinary and human-centered approach that prioritizes pedagogical integration over technology-driven innovation alone, while simultaneously promoting equity, inclusivity, and an ethical and sustainable adoption.</div></div><div><h3>Background</h3><div>The rapid advancement of Extended Reality (XR), Artificial Intelligence (AI), and Big Data technologies is transforming learning environments, enabling the creation of immersive, personalized, and data-driven educational contexts beyond traditional classrooms. These innovations play a crucial role in supporting lifelong and extended education, a need made even more urgent by the COVID-19 pandemic, which accelerated the search for more effective and engaging distance learning tools.</div></div><div><h3>Objective</h3><div>This literature review aims to synthesize research conducted between 2014 and 2024 on technology-enhanced learning environments, with a specific focus on how XR, AI, and Big Data strengthen extended education. The goal is to identify the pedagogical opportunities and challenges associated with their integration, categorize the most advanced applications, and assess their level of maturity and adoption in academic and professional contexts.</div></div><div><h3>Methods</h3><div>A systematic review was conducted following PRISMA guidelines, querying academic databases such as Scopus, IEEE Xplore, and ScienceDirect. The search included peer-reviewed articles published in English between 2014 and 2024, focusing on applications of AR, VR, AI, and Big Data in extended education contexts. Specific inclusion and exclusion criteria were applied, and the results were analyzed thr
本文献综述探讨了扩展现实(XR)的变革潜力-包括虚拟现实(VR),增强现实(AR)和混合现实(MR) -当与人工智能(AI)和多模态接口集成在扩展教育的学习环境中时。通过对72项同行评议研究(2014-2024年)的系统分析,该综述确定了五个主要应用领域:专业培训、STEM教育、软技能发展、通识教育和评估;以及四项教学目标,旨在提高学习成果,提高参与度和积极性,确保可及性和安全性,培养21世纪技能。研究结果表明,XR技术提供了显著的好处,对教育成果有中等到高度的影响,特别是在体验环境中。然而,它们的有效性不是内在的,而是关键取决于深思熟虑的教学设计,因为未经校准的沉浸可能会增加认知负荷。该综述还强调了一些关键挑战,如方法标准化、研究中的地理差异、缺乏纵向研究以及对隐私和算法偏见的伦理担忧。报告的结论是,充分实现XR的潜力需要一种跨学科和以人为本的方法,优先考虑教学整合,而不是技术驱动的创新,同时促进公平、包容、道德和可持续的采用。扩展现实(XR)、人工智能(AI)和大数据技术的快速发展正在改变学习环境,使传统课堂之外的沉浸式、个性化和数据驱动的教育环境成为可能。这些创新在支持终身教育和长期教育方面发挥着至关重要的作用,COVID-19大流行使这一需求更加迫切,这加快了寻找更有效、更有吸引力的远程学习工具的步伐。本文献综述旨在综合2014年至2024年间关于技术增强学习环境的研究,特别关注XR、人工智能和大数据如何加强扩展教育。目标是确定与它们集成相关的教学机会和挑战,对最先进的应用程序进行分类,并评估它们在学术和专业环境中的成熟度和采用程度。方法按照PRISMA指南进行系统评价,查询Scopus、IEEE explore、ScienceDirect等学术数据库。该搜索包括2014年至2024年间发表的同行评议的英文文章,重点关注AR、VR、人工智能和大数据在扩展教育环境中的应用。采用特定的纳入和排除标准,并通过定性专题分析对结果进行分析。研究结果强调,XR技术促进了沉浸式和体验式学习,特别是在医学、工程和专业培训等领域。人工智能可以实现自适应和个性化的指导,而大数据支持基于证据的决策过程。然而,也出现了重大挑战,包括认知负荷、公平获取、教师准备以及隐私和算法偏见等道德问题。XR、人工智能和大数据的融合提供了变革性的机会,使学习更加灵活、引人入胜和个性化。有效实施需要通过促进包容性设计、确保隐私保护和提供充分的教师培训来解决教学、技术和道德障碍。未来的研究应侧重于纵向研究、可扩展性和监管框架,以实现可持续和公平的采用。
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引用次数: 0
An exploratory study on the development of pre-service English teachers’ VR-contextualized testing prototype 职前英语教师vr情境化测试原型开发的探索性研究
Pub Date : 2025-12-10 DOI: 10.1016/j.cexr.2025.100126
Yohan Hwang , Hyejin Lee
This research aims to examine the roles of virtual reality (VR) in high-stakes language testing. To this end, 23 pre-service EFL teachers used a user-friendly VR creation tool, Delightex Edu, to transform Test of English for International Communication (TOEIC) questions into a VR-contextualized testing prototype, as well as providing their perspectives on its potential and application. The data analysis focused on exploring the key features of the prototype based on the communicative language teaching (CLT) principles, and reflected on the findings using word-concordance network analysis. The thematic analysis of the testing content reveals that integrating VR with non-player characters (NPCs) adds a new level of authenticity to language use and skills integration for multimodal language learning. The keyword analysis shows that VR can stimulate test-takers’ interest and engagement by immersing them in authentic environments and providing various contextual cues. However, there are some concerns about technological support and infrastructural issues, such as accessibility and prolonged exposure in virtual environments, in addition to motion sickness and fatigue. There are also practical concerns regarding the effort and time required for creating such testing items. Based on these findings, this study suggests the implications for language teachers and stakeholders to make changes in language testing.
本研究旨在探讨虚拟现实(VR)在高风险语言测试中的作用。为此,23名职前英语教师使用用户友好的虚拟现实创作工具Delightex Edu,将托业(TOEIC)的问题转化为虚拟现实情境化的测试原型,并就其潜力和应用发表了自己的看法。数据分析侧重于基于交际语言教学(CLT)原则探索原型的主要特征,并运用词协和网络分析对研究结果进行反思。对测试内容的主题分析表明,将VR与非玩家角色(npc)相结合,为多模式语言学习的语言使用和技能整合增加了一个新的真实性水平。关键词分析表明,VR可以通过将考生沉浸在真实的环境中并提供各种情境线索来激发考生的兴趣和参与度。然而,除了晕动病和疲劳之外,还有一些技术支持和基础设施问题,例如可访问性和长时间暴露在虚拟环境中。对于创建这样的测试项目所需要的努力和时间也有实际的关注。基于这些发现,本研究提出了对语言教师和利益相关者在语言测试中做出改变的启示。
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引用次数: 0
Unlocking learning potentials: Understanding user intentions in AI-fueled metaverse education 释放学习潜力:理解人工智能驱动的虚拟教育中的用户意图
Pub Date : 2025-12-10 DOI: 10.1016/j.cexr.2025.100131
Sanjay Dhingra , Abhishek Gupta , Kanika Chaudhry , Anil Kumar , Himanshu Falwadiya

Purpose

The metaverse is an interconnected network of virtual environments that facilitates immersive three-dimensional experiences through the integration of Internet of Things, virtual reality (VR), blockchain, and augmented reality (AR). As the application of metaverse is expanding in multiple domains, including education, it becomes essential to explore the potential impact within this context. Accordingly, the purpose of the study is to explore the adoption of AI-driven metaverse in the education system by utilizing the Technology Acceptance Model (TAM), Hedonic Consumption Behaviour Theory (HCBT) and six other factors derived from the literature.

Method

The structured questionnaire was used to collect data from 415 valid metaverse users through snowball sampling technique and analyzed using the “Partial Least Square Structural Equation Modelling (PLS-SEM)” in Smart PLS4.

Results

The research validates the importance of TAM, HCBT, and other identified factors in comprehending the metaverse adoption. The result of the study reveals that all the hypothesized relationships has been supported except perceived trialibility and perceived cyber risk affecting intention to adopt metaverse in education system (IMES). Additionally, the moderating role of social innovativeness has been found significant in influencing the relationship between attitude and IMES.

Implications

This study identifies significant factors influencing IMES, such as perceived ease of use, perceived usefulness, and emotional involvement. These factors serve as reference points for industry stakeholders, service providers, and policymakers to develop more immersive and engaging metaverse platforms for virtual learning environments that foster interactive, collaborative, and pedagogically effective educational experiences, ultimately enhancing learning outcomes for both students and teachers.
目的虚拟世界是一个相互连接的虚拟环境网络,通过物联网、虚拟现实(VR)、区块链和增强现实(AR)的融合,实现沉浸式三维体验。随着元宇宙在包括教育在内的多个领域的应用不断扩展,探索这一背景下的潜在影响变得至关重要。因此,本研究的目的是利用技术接受模型(TAM)、享乐消费行为理论(HCBT)和从文献中得出的其他六个因素,探讨人工智能驱动的元宇宙在教育系统中的采用。方法采用滚雪球抽样法对415名有效元宇宙用户进行结构化问卷调查,并采用Smart PLS4软件的“偏最小二乘结构方程模型(PLS-SEM)”分析。结果本研究验证了TAM、HCBT和其他已知因素在理解元空间采用中的重要性。研究结果表明,除了感知可试性和感知网络风险影响教育系统采用元数据的意愿外,所有假设的关系都得到了支持。此外,社会创新对态度与时间的关系有显著的调节作用。本研究确定了影响IMES的重要因素,如感知易用性、感知有用性和情感参与。这些因素可以作为行业利益相关者、服务提供商和政策制定者的参考点,为虚拟学习环境开发更具沉浸感和吸引力的元世界平台,促进互动、协作和教学上有效的教育体验,最终提高学生和教师的学习成果。
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引用次数: 0
Immersive learning factories for promoting experiential manufacturing education and STEM competency development 沉浸式学习工厂,促进体验式制造教育和STEM能力发展
Pub Date : 2025-12-01 DOI: 10.1016/j.cexr.2025.100125
Matthias Wolf , Patrick Herstätter , Marvin Rantschl , Christian Ramsauer , Alejandra J. Magana
Modern manufacturing systems have become increasingly complex and require a skilled workforce, demanding innovative educational approaches to bridge theoretical knowledge and practical skills. This VR approach addresses STEM education challenges by fostering experiential, competency-based learning by investigating how immersive VR can enhance learner engagement, motivation, and learning in engineering education settings. We propose the use of learning factories as an approach to close the gap between theoretical knowledge and practical skills. Immersive Learning factories integrate Virtual Reality (VR) technologies as an experiential learning approach to support engineering education and manufacturing workforce development. Based on the LEAD Factory at Graz University of Technology, a fully immersive VR environment was developed to simulate real-world assembly and layout planning tasks. This virtual learning factory includes multiple layout configurations, interactive tools, and a “Build Your Own Factory” feature for custom workflow design, providing a specific training case. This descriptive study involving 30 participants evaluated the system's effectiveness across four key domains: creativity in layout design, usability, learning motivation, and cognitive load. Results show that participants (67 %) were able to deliver high-quality functional designs and reported high usability scores (mean SUS = 83.9), strong intrinsic motivation (mean interest = 5.9/7), and low average cognitive load (mean NASA-TLX = 4.44/20). In conclusion, participants were able to independently design functional layouts, engage meaningfully with the tasks, and complete them with minimal frustration. These findings not only suggest that VR-immersed learning factories are an effective, scalable, and engaging platform for industrial education and skills development but also provide valuable evidence on how immersive environments can foster motivation and reduce cognitive load in technical engineering education.
现代制造系统变得越来越复杂,需要熟练的劳动力,要求创新的教育方法来桥梁理论知识和实践技能。这种VR方法通过研究沉浸式VR如何在工程教育环境中提高学习者的参与度、动机和学习,从而促进体验式、基于能力的学习,从而解决STEM教育面临的挑战。我们建议使用学习型工厂来缩小理论知识和实践技能之间的差距。沉浸式学习工厂将虚拟现实(VR)技术作为一种体验式学习方法来支持工程教育和制造业劳动力的发展。基于格拉茨理工大学的LEAD工厂,开发了一个完全沉浸式的VR环境来模拟现实世界的装配和布局规划任务。这个虚拟学习工厂包括多种布局配置、交互工具和用于定制工作流设计的“构建自己的工厂”功能,提供了一个特定的培训案例。这项涉及30名参与者的描述性研究评估了该系统在四个关键领域的有效性:布局设计的创造力、可用性、学习动机和认知负荷。结果显示,参与者(67%)能够提供高质量的功能设计,并报告了高可用性得分(平均SUS = 83.9),强烈的内在动机(平均兴趣= 5.9/7)和低平均认知负荷(平均NASA-TLX = 4.44/20)。总之,参与者能够独立设计功能布局,有意义地参与任务,并以最小的挫败感完成任务。这些发现不仅表明vr沉浸式学习型工厂是一种有效的、可扩展的、引人入胜的工业教育和技能发展平台,而且还为沉浸式环境如何促进技术工程教育的动机和减少认知负荷提供了有价值的证据。
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Computers & Education: X Reality
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