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The Sense of Presence in Virtual Training: Enhancing Skills Acquisition and Transfer of Knowledge through Learning Experience in Virtual Environments

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Recent advances in educational and training technology are offering an increasing number of innovative and promising learning environments including three-dimensional and two-dimensional virtual worlds as well as computer simulations. These environments differ a lot as to both their technological sophistication and to the types of skills taught, varying for example from immersive 3D environments of high-fidelity to simulations of complex relational situations, for the learning of "soft skills" of growing strategic interest to enterprises such as leadership, customer service, coaching, selling etc. The learning potential of virtual training relies on the possibility for learners to make a number of significant first-person experiences and to fail in a safe and protected environment. In order to be effective, the experience should seem real and engaging to participants, as "if they were in there": they should feel (emotionally and cognitively) present in the situation. The goal of this chapter is to investigate the relationships existing among the factors that are crucial to the emergence of a sense of presence in virtual training environments. This exploration aims at outlining a possible model of presence in virtual learning environments, trying to define on the one hand the key factors conveying it in training contexts and on the other hand how the sense of presence contributes to enhance learning efficacy and to support following transfer of knowledge and skills.
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... The depth and immersion offered by modern viewers indeed promise to create a training environment emulative of real situations. Studies have, however, emphasized the importance of questioning the effectiveness of such technology when translated into real scenarios, as there have been issues related to the transferability of skills (Stojšić, 2015;Hays, 1992;Mantovani 2003;Dalgarno, 2010). ...
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... It makes sense to offer the possibility to place (interactive) 3D objects in such a 3D environment, which can also be interacted with in a protected, safe environment (Mantovani, & Castelnuovo 2003). In this way, digital twins can also be integrated into the 3D environment (Qi et al., 2021;Dembski, Wassner, & Letzgus, 2019). ...
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... However, students in this course lack these abilities. Using AR instructional systems provides a balance of immersion and real interaction, allowing for the experiential and situational learning described by Mantovani and Castelnuovo (2003) as the "sense of presence," which can enhance users' spatial abilities. Therefore, AR is highly suitable as a tool medium for woodworking instruction and practice for novice woodworkers. ...
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