评估医学生沉浸式学习对学习的影响——比较二维和三维虚拟仿真的初步研究

IF 1.5 Q2 EDUCATION & EDUCATIONAL RESEARCH SIMULATION & GAMING Pub Date : 2023-07-15 DOI:10.1177/10468781231189287
Lucy Bray, Sebastian Spencer, E. Pearson, K. Meznikova, David Hepburn
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引用次数: 0

摘要

引言健康职业教育中的虚拟模拟可以分为二维或三维,这取决于用户如何与场景交互。这两个类别之间的核心区别是用户体验到的沉浸程度。沉浸式学习对知识型学习的重要性尚不清楚。因此,这项试点研究比较了两个虚拟模拟器,以确定沉浸感对知识获取和保留以及用户体验的影响。方法这项随机交叉试验由25名五年级医学生组成,他们分别使用二维和三维虚拟模拟连续两次参加教学。多项选择题,在课程前后和一个月后立即完成,用于确定知识的获取和保留。问卷由Likert量表和开放式问题组成,评估用户体验。定量数据采用Student t检验进行分析,定性数据采用专题分析进行分析。结果两种干预措施都显示出具有统计学意义的知识获取和保留水平,尽管模拟器之间的学习程度没有显著差异。这两种干预措施为虚拟模拟提供了有价值和可接受的方法,尽管Likert量表的反应表明参与者更喜欢三维虚拟模拟。自由形式的回答揭示了教育和技术的主题,包括可取性、学习、课程整合、忠诚度、硬件和软件。结论研究结果表明,更高水平的沉浸感似乎不会带来更大的教育效益,二维模拟可能提供与三维模拟同等宝贵的学习体验。参与者似乎更喜欢三维虚拟模拟,尽管这两种模拟器都有潜在的用途。
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Assessing the Impact of Immersion on Learning in Medical Students: A Pilot Study Comparing Two-Dimensional and Three-Dimensional Virtual Simulation
Introduction Virtual simulation within health professions education can be categorized as two-dimensional or three-dimensional, dependent upon how users interact with the scenario. A core difference between these two categories is the degree of immersion experienced by the user. The importance of immersion for knowledge-based learning is unclear. Hence, this pilot study compares two virtual simulators to determine the impact of immersion on knowledge acquisition and retention and user experience. Methods This randomized crossover trial consisted of 25 fifth-year medical students attending two consecutive teaching sessions using two-dimensional and three-dimensional virtual simulation, respectively. Multiple-choice questions, completed immediately before and after, and one-month after the sessions, were employed to determine knowledge acquisition and retention. Questionnaires, consisting of Likert-scale and open-ended questions, evaluated user experience. Quantitative data was analyzed using a Student’s t-test and qualitative data was analyzed using thematic analysis. Results Both interventions demonstrated statistically significant levels of knowledge acquisition and retention, though there was no significant difference in the extent of learning between the simulators. The two interventions offered valuable and acceptable approaches to virtual simulation, though Likert-scale responses indicated that participants significantly preferred three-dimensional virtual simulation. Free-form responses revealed themes of education and technology, with subthemes of desirability, learning, curriculum integration, fidelity, hardware and software. Conclusions The findings indicate that higher levels of immersion do not appear to offer greater educational benefit, with two-dimensional simulation possibly offering an equally valuable learning experience to three-dimensional simulation. Participants appeared to significantly prefer three-dimensional virtual simulation, though potential uses for both simulators were identified.
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来源期刊
SIMULATION & GAMING
SIMULATION & GAMING EDUCATION & EDUCATIONAL RESEARCH-
CiteScore
5.30
自引率
5.00%
发文量
35
期刊介绍: Simulation & Gaming: An International Journal of Theory, Practice and Research contains articles examining academic and applied issues in the expanding fields of simulation, computerized simulation, gaming, modeling, play, role-play, debriefing, game design, experiential learning, and related methodologies. The broad scope and interdisciplinary nature of Simulation & Gaming are demonstrated by the wide variety of interests and disciplines of its readers, contributors, and editorial board members. Areas include: sociology, decision making, psychology, language training, cognition, learning theory, management, educational technologies, negotiation, peace and conflict studies, economics, international studies, research methodology.
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