As virtual reality (VR) and augmented reality (AR) continue to become popular, there remains a noticeable gap in understanding their potential for enriching science, technology, engineering, and mathematics (STEM) lea...
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As virtual reality (VR) and augmented reality (AR) continue to become popular, there remains a noticeable gap in understanding their potential for enriching science, technology, engineering, and mathematics (STEM) learning among K-12 students. To address this knowledge gap, this study systematically reviewed 117 articles published from 2010 to 2022 on the basis of the technology-based learning model. Following the PRISMA systematic review method, research methods, research participants, learning devices, learning strategies, advantages and challenges of each article were coded and analyzed. In the last six years (i.e., 2017-2022), the overall number of studies experienced rapid growth. The largest number of articles focused on VR/AR-supported K-12 science learning, followed by mathematics and integrated STEM learning. Smartphone/tablet-based AR was the most widely used technology, while very few studies used dedicated immersive AR devices. Most studies focused on the elementary school stage, while VR/AR-supported STEM learning at senior high schools was underexplored. Studies tended to measure the effectiveness of VR/AR by quantitative methods. Situated learning, task-based learning, and game-based learning were the most widely used learning strategies in VR/AR-supported K-12 STEM learning. The advantages of VR/AR in K-12 STEM learning include a positive impact on individual learners and on learning and teaching processes. In contrast, VR/AR also poses a series of challenges to learners, teachers, and schools. The challenges learners face include distractions, decreased efficiency and effectiveness, diminished inquiry and imagination, operational issues, and discomfort. Teachers encounter difficulties maintaining classroom control, designing activities, acquiring technical competence, and adapting to the new role of facilitating student-centered learning. Schools grapple with high costs, inadequate infrastructure, a lack of private virtual spaces, and privacy concer
Background Automated virtual reality therapies are being developed to increase access to psychological interventions. We assessed the experience with one such therapy of patients diagnosed with psychosis, including sa...
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Background Automated virtual reality therapies are being developed to increase access to psychological interventions. We assessed the experience with one such therapy of patients diagnosed with psychosis, including satisfaction, side effects, and positive experiences of access to the technology. We tested whether side effects affected therapy. Methods In a clinical trial 122 patients diagnosed with psychosis completed baseline measures of psychiatric symptoms, received gameChange VR therapy, and then completed a satisfaction questionnaire, the Oxford-VR Side Effects Checklist, and outcome measures. Results 79 (65.8%) patients were very satisfied with VR therapy, 37 (30.8%) were mostly satisfied, 3 (2.5%) were indifferent/mildly dissatisfied, and 1 (0.8%) person was quite dissatisfied. The most common side effects were: difficulties concentrating because of thinking about what might be happening in the room (n = 17, 14.2%);lasting headache (n = 10, 8.3%);and the headset causing feelings of panic (n = 9, 7.4%). Side effects formed three factors: difficulties concentrating when wearing a headset, feelings of panic using VR, and worries following VR. The occurrence of side effects was not associated with number of VR sessions, therapy outcomes, or psychiatric symptoms. Difficulties concentrating in VR were associated with slightly lower satisfaction. VR therapy provision and engagement made patients feel: proud (n = 99, 81.8%);valued (n = 97, 80.2%);and optimistic (n = 96, 79.3%). Conclusions Patients with psychosis were generally very positive towards the VR therapy, valued having the opportunity to try the technology, and experienced few adverse effects. Side effects did not significantly impact VR therapy. Patient experience of VR is likely to facilitate widespread adoption.
virtual reality technology is the use of computer technology to simulate actual operational scenarios. As a comprehensive technology, virtual reality technology can achieve applications that are difficult to achieve b...
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Background and Purpose: Stroke is a major cause of disability in adults. Motor recovery through conventional therapy (CT) is a fundamental approach but can sometimes face challenges related to motivation. virtual real...
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Background and Purpose: Stroke is a major cause of disability in adults. Motor recovery through conventional therapy (CT) is a fundamental approach but can sometimes face challenges related to motivation. virtual reality (VR) rehabilitation, specifically non-immersive VR, is an alternative therapy aimed at improving upper limb motor function and, consequently, functional independence in daily living activities. However, its effectiveness is still being evaluated. Therefore, a meta-analysis was conducted to evaluate the effectiveness of non-immersive VR in upper limb motor function, manual dexterity and the improvement of daily living activities in stroke patients. Methods: The control groups included physical therapy or occupational therapy. We searched IEEE Digital Library, PubMed, SciELO, Scopus, PEDro, Web of Sciences and ScienceDirect until December 2023 and identified randomized controlled trials (RCTs). Quality and risk were assessed using the revised Cochrane Collaboration tool, PEDro scale, OCEBM, and GRADE. Publication bias and sensitivity analyses were also evaluated. The standardized mean difference (SMD) effect size was calculated to assess the effectiveness of VR therapy compared with conventional therapy. Subgroup analyses were subsequently performed to mitigate the observed heterogeneity and provide further clarity to the results. Results: In line with previous research, using VR shows improvements in motor function and manual dexterity for stroke patients. Subgroup analyses reveal that the benefits of VR interventions are most pronounced during the acute and subacute recovery stages, particularly in motor function and manual dexterity. Furthermore, combining VR with traditional therapy seems to yield better outcomes in motor function and manual dexterity compared with VR alone. Notably, the type of VR control-whether sensory or manual-or whether the game is commercially available or rehabilitation-specific, does not seem to influence the outcomes. VR
Purpose of ReviewThe rising prevalence of electronic cigarettes (e-cigarettes) use, especially among adolescents and young adults, underscores the need for novel and innovative strategies to promote cessation. Various...
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Purpose of ReviewThe rising prevalence of electronic cigarettes (e-cigarettes) use, especially among adolescents and young adults, underscores the need for novel and innovative strategies to promote cessation. Various reviews have demonstrated the effectiveness of VR in treating substance use disorders. In smoking interventions, VR is utilized to deliver cue exposure therapy, acceptance-avoidance tasks, behavioral training, and skill development. However, it remains uncertain whether these approaches can be effectively adapted for e-cigarette cessation. This review aims to examine the characteristics, effectiveness, and implementation of virtual reality (VR) interventions for e-cigarettes prevention and *** FindingsUpon searching four databases between 2003 until December 2023, this review included four documents detailing two game-based VR interventions for e-cigarette prevention among adolescents. The studies demonstrated promising outcomes in improving adolescents' knowledge and perceptions on e-cigarettes and in maintaining low intention to experiment with e-cigarette use. Users feedback indicated a generally positive user experience with the VR *** these VR interventions have been well-received and show promise in supporting abstinence among non-users, the existing evidence is insufficient to draw definitive conclusions, highlighting key research gaps. Notably, existing interventions focus mainly on prevention among adolescents in high-income countries, lack standardized implementation outcome measures, and seldom incorporate physiological verification for cessation. Addressing these gaps is essential for optimizing VR interventions and ensuring their effectiveness across diverse populations and settings.
Background: virtual reality (VR) is making education more engaging and accessible, especially for students with Autism Spectrum Disorders (ASD), promoting inclusion and the development of STEM skills in innovative way...
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Background: virtual reality (VR) is making education more engaging and accessible, especially for students with Autism Spectrum Disorders (ASD), promoting inclusion and the development of STEM skills in innovative ways. The literature still reveals a significant gap in terms of appropriate educational resources adapted to the specific needs of these students, resulting in difficulties in their inclusion. With the growing need for inclusive approaches in education, it is essential to find solutions to support these students. The aim of this study is to validate the data collection methodology that will enable the development of virtual Learning Environments with STEM content for students with ASD. Methods: The Design Science Research (DSR) methodology was used to develop a VR artefact for students with ASD. In addition, the Delphi method was applied in the expert involvement phase, which will contribute to the validation of the artefact's specific requirements. Both will allow for an inclusive and distinctive approach to the development of an artefact, with the aim of offering an innovative educational experience, meeting the varied needs and learning styles of students with ASD, optimising the effectiveness of the proposed VLE. Results: The results show a strong acceptance among experts, highlighting the potential positive impact of this approach, although there are aspects to be improved to ensure a more comprehensive and effective approach. Conclusions: This study highlights the successful validation of an innovative virtual reality programme for students with ASD, highlighting the importance of interdisciplinary collaboration and the strong contribution to the advancement of inclusive education.
PurposeThe healthcare sector has experienced a significant increase in the use and availability of virtual reality (VR) in recent years. Many studies have offered important insights into VR adoption in healthcare by e...
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PurposeThe healthcare sector has experienced a significant increase in the use and availability of virtual reality (VR) in recent years. Many studies have offered important insights into VR adoption in healthcare by enhancing training, improving patient outcomes, and expanding access to specialized care, making it a rapidly growing area of interest within the industry. Nevertheless, there is still a need to systematically review the VR technology revolution in healthcare. This study aims to provide an entry point for interested readers to learn about VR technology from a healthcare industry *** review of the VR revolution in healthcare was conducted to gather insight into the current state, potentials, limitations and future directions in the healthcare domain. We explored various databases like Google Scholar, Web of Science, PubMed, and IEEE Xplore using relevant keywords such as "virtual reality", "virtual reality techniques", "virtual reality applications in healthcare", and "virtual reality challenges in healthcare". We focused on papers published between 2018 and *** screening the literature, 50 studies were included. Of note is that many publications consist of case studies or surveys or lack a control group. However, researchers have explored a variety of use cases for VR technology. They can help the VR technology revolution in the healthcare sector improve patient care through medical training, surgery, rehabilitation, and pain management. Future research directions include machine learning, artificial intelligence, 5G/6G network technology, etc. Nonetheless, limitations such as software and hardware were identified as barriers to their extensive *** holds great potential as a viable option for the future of technology. It allows patients to convey their experiences non-verbally to their doctors, facilitating robust and efficient communication, heightened disease awareness, and potential therapies. Thi
The aim of this study is to investigate the contribution of cartographic results obtained from data acquired with Unmanned Aerial Vehicles to the management procedures of geoheritage monuments, specifically in geoeduc...
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The aim of this study is to investigate the contribution of cartographic results obtained from data acquired with Unmanned Aerial Vehicles to the management procedures of geoheritage monuments, specifically in geoeducation. 2D orthophotomaps and 3D textured meshes of a fossil site in the Lesvos Geopark, Greece, which has been monitored since 2018, were generated. The data recordings were collected using a UAV at different flight altitudes for three different cartographic scales. After acquiring UAV and Global Navigation Satellite Systems data, the resulting cartographic products were used to create educational material on geosites. This material was used to deliver lectures to students in various settings: (a) in situ at the Natural History Museum of the Lesvos Petrified Forest, (b) live in a traditional classroom, (c) remotely via e-class software, and (d) in a collaborative virtual reality environment. Feedback was provided by students through customized questionnaires, and their knowledge acquisition was assessed post-lecture with specially designed assignments. The final section of this work compares learning experiences and knowledge acquisition across these different environments. The results contribute to the debate on 2D and 3D cartography in geoeducation, quantifying the value of new materials in understanding spatial and geographic features and improving geoheritage management.
The usefulness of virtual reality (VR) technology in physiology education is largely unexplored. Although VR has the potential to enrich learning experience by enhancing the spatial awareness of students, it is unclea...
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The usefulness of virtual reality (VR) technology in physiology education is largely unexplored. Although VR has the potential to enrich learning experience by enhancing the spatial awareness of students, it is unclear whether VR contributes to active learning of physiology. In the present study, we used a mixed-method research approach to investigate students' perceptions of physiology learning based on VR simulations. Quantitative and qualitative data indicate that the implementation of VR learning environments improves the quality of physiology education by promoting active learning in terms of interactive engagement, interest, problem-solving skills, and feedback. In the Technology-Enabled Active Learning Inventory, which consisted of 20 questions to which students responded along a 7-point Likert scale, the majority of students agreed that VR learning of physiology not only stimulated their curiosity (77%;P < 0.001) but also allowed them to obtain knowledge through diverse formats (76%;P < 0.001), participate in thought-provoking dialogue (72%;P < 0.001), and interact better with peers (72%;P < 0.001). Positive responses in the social, cognitive, behavioral, and evaluative domains of active learning were received from students across different disciplines, including medicine, Chinese medicine, biomedical sciences, and biomedical engineering. Their written feedback showed that VR enhanced their interest in physiology and facilitated the visualization of physiological processes to improve their learning. Overall, this study supports that the integration of VR technology into physiology courses can be an effective teaching *** & NOTEWORTHY virtual reality (VR) improves physiology education by promoting active learning in terms of interactive engagement, interest, problem-solving skills, and feedback. Positive responses toward multiple components of active learning were received from students across different disciplines. The majority of students agreed th
Objective: The objective of this study was to investigate the impact of virtual reality-based exercise on the quality of life, some balance variables, and depression among older adults aged 60 years or older. Method: ...
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Objective: The objective of this study was to investigate the impact of virtual reality-based exercise on the quality of life, some balance variables, and depression among older adults aged 60 years or older. Method: We systematically searched five electronic databases. Results: Twenty-seven articles met our inclusion criteria. Meta-analysis revealed that exercise using virtual reality had a significant positive effect on overall quality of life (p = 0.05), mental (p = 0.001) and physical component scores (p = 0.01), social relation (p = 0.0002), psychological health(p = 0.01), physical health (p = 0.04), and environmental health (p = 0.04). Additionally, depression significantly improved following virtual reality-based exercise (p = 0.01). However, there were significant improvements in the balance berg scale (p<0.00001) and ABC scale (p<0.00001) but not in timed-up-and-go(TUG) or 8-foot-up-and-go(8-FUG).Discussion: virtual reality-based exercise has a positive impact on various aspects of quality of life, BBS and ABC scores, and depression. More studies with larger sample sizes and less heterogeneity in design and assessments are required.(c) 2023 Elsevier Inc. All rights reserved.
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