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An application of virtual reality in education: Can this technology enhance the quality of students’ learning experience?

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Journal of Education For Business
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Virtual reality (VR) technology is making its mark across market sectors (e.g., gaming, healthcare, tourism). This paper examines the use of VR in education, specifically in business classes, to better understand how this technology can help students improve their communication skills associated in delivering effective presentations and participating in public speaking events. The VR application allowed students to assess their presentation skills, to then practice in upgrading their skills, and gain more confidence in delivering effective presentations. Overall, this research demonstrates that the adoption of VR can be extremely beneficial to business educators in helping students enhance their presentation skills.
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Journal of Education for Business
ISSN: 0883-2323 (Print) 1940-3356 (Online) Journal homepage: https://www.tandfonline.com/loi/vjeb20
An application of virtual reality in education: Can
this technology enhance the quality of students’
learning experience?
Enda McGovern, Gerardo Moreira & Cuauhtemoc Luna-Nevarez
To cite this article: Enda McGovern, Gerardo Moreira & Cuauhtemoc Luna-Nevarez (2019): An
application of virtual reality in education: Can this technology enhance the quality of students’
learning experience?, Journal of Education for Business, DOI: 10.1080/08832323.2019.1703096
To link to this article: https://doi.org/10.1080/08832323.2019.1703096
Published online: 18 Dec 2019.
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INNOVATIVE INSTRUCTIONAL CLASSROOM PROJECTS/BEST PRACTICES
An application of virtual reality in education: Can this technology enhance
the quality of studentslearning experience?
Enda McGovern
a
, Gerardo Moreira
a
, and Cuauhtemoc Luna-Nevarez
b
a
Department of Marketing, Welch College of Business and Technology, Sacred Heart University, Fairfield, Connecticut, USA;
b
Department of Management and Marketing, College of Business, Texas A&M University, San Antonio, Texas, USA
ABSTRACT
Virtual reality (VR) technology is making its mark across market sectors (e.g., gaming, health-
care, tourism). This paper examines the use of VR in education, specifically in business
classes, to better understand how this technology can help students improve their commu-
nication skills associated in delivering effective presentations and participating in public
speaking events. The VR application allowed students to assess their presentation skills, to
then practice in upgrading their skills, and gain more confidence in delivering effective pre-
sentations. Overall, this research demonstrates that the adoption of VR can be extremely
beneficial to business educators in helping students enhance their presentation skills.
KEYWORDS
Business education;
communication skills; digital
pedagogy; virtual reality
Introduction
In recent years, the use of digital technologies in edu-
cation has grown significantly at all academic levels,
from elementary schools to post-graduate institutions.
This has opened more opportunities for educators to
embrace these technologies and improve the learning
experience for incoming students who are born digital
natives. While the adoption of digital technologies can
help students increase their learning motivation and
enhance their skills, educators face the challenge of
identifying, evaluating and selecting the best technolo-
gies to achieve these goals. It is critical for educators
to stay relevant on topics related to their discipline in
order to find the appropriate technologies that can
enhance their studentslearning experience.
An important learning goal in most disciplines is
to improve studentscommunication skills through
class presentations. Presentations assess studentsabil-
ity to prepare and display knowledge, while improving
upon their communication skills. A presentation can
be defined as a practiced speech that is delivered by a
presenter, yet it is not memorized or read (Levin &
Topping, 2006). In a classroom setting, students are
not often aware of how well or poorly they may be
performing in their presentations until after they
receive a grade. While some professors may be com-
mitted to providing feedback (Wardrope & Bayless,
1994), others may opt to not provide direct feedback
on studentspresentation performance as students
could perceive it as a personal criticism. According to
Coffelt, Baker, and Corey (2016), developing presenta-
tion skills is highly valued by many institutions, such
as the National Association of College of Employers
(NACE) and the Association to Advance Collegiate
Schools of Business (AACSB). These organizations
have positioned effective oral communication as one
of the top three most sought-after qualities when hir-
ing individuals (NACE, 2018). Although the import-
ance of presentations in education has been
extensively studied, the context in which this research
examines presentations is innovative because of the
use of virtual reality (VR) technology. The VR appli-
cation, called Ovation VR, provides students with a
unique practice environment, an immersive virtual
learning experience, and unbiaseddetailed feedback.
Moreover, the Ovation software allows students to get
real-time feedback during and after their prac-
tice sessions.
Given the relevance of understanding the value and
impact of new technologies in business education, this
paper examines the adoption of VR in business classes
through an application that allows students to practice
their presentation skills. Additionally, this paper ana-
lyzes the effectiveness of VR in enhancing the learning
CONTACT Enda McGovern mcgoverne@sacredheart.edu Department of Marketing, Welch College of Business and Technology, Sacred Heart
University, 5151 Park Ave, Fairfield, Connecticut 06825, USA.
Color versions of one or more of the figures in the article can be found online at www.tandfonline.com/vjeb.
ß2019 Taylor & Francis Group, LLC
JOURNAL OF EDUCATION FOR BUSINESS
https://doi.org/10.1080/08832323.2019.1703096
experience of business students and discusses further
implications of this technology in business education.
Background
The business world has dramatically changed over the
past two decades. Most of these changes are directly
associated with the adoption of the Internet and
related applications and devices, such as smartphones,
tablets, and computers. These technologies are con-
tinually evolving and becoming more influential in
our daily lives. Artificial Intelligence (AI), the Internet
of Things (IoT), Robotics, Augmented Reality (AR)
and Virtual Reality (VR) are currently dominating the
latest advances in the technology domain. As more
businesses adapt to these emergent technologies, some
sectors have lagged in the knowledge of being able to
protect, or deflect, their existing operational models
from this technological disruption. One sector that
has struggled to engage this digital disruption to its
full potential is the education sector, and more specif-
ically, higher education. The cause of this resistance
can be broken down into two key challenges. The first
challenge is structural in form and refers to the inabil-
ity of universities to fund the digital investment neces-
sary to build new hardware and software technologies,
while potentially needing to mothball existing resour-
ces. The second challenge refers to professorsinability
or lack of appeal to adapt and engage the latest tech-
nologies in meeting the emerging demands
of students.
A technology that is slowly entering the education
sector is virtual reality (VR). VR can be defined as a
medium composed of interactive computer simula-
tions that sense the participants position and actions
and replace or augment the feedback to one or more
senses, giving the feeling of being mentally immersed
or present in the simulation (a virtual world)
(Sherman & Craig, 2002, p. 16). The interest in VR
has been trending up and down for the past 20 years.
This is primarily because VR applications rely heavily
on the latest advances in technology, necessary to
facilitate the use of VR. The recent Internet develop-
ments with the creation of a 5 G network have
become critical in developing the network to operate
VR at exponentially increased speeds and traffic cap-
acity (Newman, 2018).
Over the last decade, the adoption of VR has been
examined in applications related to tourism
(Bogicevic, Seo, Kandampully, Liu, & Rudd, 2019;
Eckhaus, 2017; Tussyadiah, Jung, & Tom Dieck,
2018), medicine (Levac et al., 2016), gaming (Isar,
2018), firefighting (Williams-bell, Kapralos, Hogue,
Murphy, & Weckman, 2015), the legal profession
(Young, 2014) and construction management
(Ahmed, 2019), among others. Tussyadiah et al.
(2018) provided strong evidence in support of the
effectiveness of VR in shaping touristsattitudes and
behaviors in a positive direction, leading to a higher
level of visitor intention. In a more recent study,
Bogicevic et al. (2019) evaluated the benefits of view-
ing three different hotel previews to deliver integrated
tourist experience prior to booking of the actual hotel.
Their results demonstrated that a VR preview
induces higher elaboration of mental imagery about
the experience and a stronger sense of presence pre-
view, thereby translating into enhanced brand experi-
ence(p. 55).
Although VR has been proven valuable in tourism,
medicine and other areas, research regarding the
implementation of VR in educational settings is some-
what scarce. Procedures, including intubation and
laparoscopy (fiber-optic instrument is inserted
through the abdominal wall) along with eye surgery
are areas showing strong development of using VR
training techniques (Ruthenbeck & Reynolds, 2015).
VR has been also utilized in preparing nursing stu-
dents with basic nursing skills (Smith & Hamilton,
2015). Furthermore, the impact of VR applications
has been evaluated on studentsperformance in the
engineering discipline with positive results recorded
among a group of 48 students (Alhalabi, 2016). The
option of VR being used as a content delivery plat-
form for class material has been explored in a busi-
ness class. Students rated their enjoyment and interest
to be higher, increasing their engagement in learning
activities (Seung Hwan et al., 2017). A more recent
educational use of VR occurred in Wako, Japan,
where citizens were able to explore a model of a
supernova in the immersive three-dimensional format
(Impey et al., 2018). As the adoption of VR continues
to spread in the education sector, more research is
needed to understand the actual value and impact of
such technology in higher education, and more specif-
ically, in business education.
Methodology
Participants and research materials
This study was undertaken at a private northeastern
university during the regular semester session. Due to
the research design, between 1 and 1.5 hours were
required to run the VR software with each student.
The sample consisted of 71 students in three different
2 E. MCGOVERN ET AL.
sections of Introduction to Marketing classes (20, 25
and 26 students, respectively), and included 39 male
and 32 female participants, with 14 freshmen, 37
sophomores, 13 Juniors, and 7 Seniors. This sample
size is consistent with previous studies that engaged
VR technological applications (Albert, Patney, Luebke,
& Kim, 2017; Smith & Hamilton, 2015). None of the
students who participated in the study had ever expe-
rienced the use of Ovation VR software or other VR
applications in an educational setting.
The Oculus Rift, which is one of the most popular
VR tethered headsets, was selected for the study.
Running the Ovation VR software on the Rift allowed
participants to deliver their virtual presentations while
facilitating researchersdata collection. Ovation is rec-
ognized as a VR market leader platform that helps
users overcome their fear of making presentations or
speaking at public events (www.ovationvr.com.). It
offers several virtual settings for users to practice in
front of different audiences, including a classroom,
courtroom, boardroom and banquet room. When
practicing in a virtual setting, participants are allowed
to adjust their environment. They may stand at a
podium or move around in the virtual room, use a
hand held microphone (in the form of a controller),
and/or use a prompter positioned either in front or
behind them. As Ovation can record each presenta-
tion, participants can share their progress with other
Ovation users and request external feedback as part of
their learning process. Overall, Ovation seemed to be
a natural fit for this research as it is well known that
employers seek business graduates with strong com-
munication skills. Thus, it is important for business
educators to explore new technologies that can help
students build and improve such skills.
Procedure
The research procedure included the following steps:
Step 1
All participants were provided with an elevator-pitch
in the form of an 8-slide presentation deck, entitled
Why Should High School Students go to College? Top
5 Reasons.This was necessary to allow all partici-
pants to work from the same script and connect with
a topic relevant to them.
Step 2
Before performing their virtual presentations, partici-
pants were required to visit the VR lab and familiarize
themselves with the hardware and software. In the
lab, students were provided with the Oculus Rift head-
set (already loaded with the Ovation software), and
required to put on the headset and navigate into the
virtual classroom. At this time, they were not allowed
to practice and were not informed about the software
features. This was important in order to establish a
baseline for each students current level of presenta-
tion skills. During this visit, students signed a consent
waiver and completed a brief Qualtrics online survey.
The survey included questions related to their current
level of confidence in making presentations, their
motivation, and the perceived difficulty in completing
the upcoming task.
Step 3
When students became familiar with the VR technol-
ogy, they were required to put on the Oculus Rift
headset and enter the Ovation virtual classroom to
prepare for their first presentation. Participants in the
virtual setting used an in-world representation (i.e., an
avatar) to give their presentations. Once participants
felt comfortable in the virtual classroom setting, they
started delivering their first presentation (P
1
), which
was recorded on the Ovation platform.
Step 4
When participants finished their presentation (P
1
), the
data collected by Ovation was presented to each partici-
pant individually using a screen display (see Figure 1).
This was the first time that participants were informed
about the three main categories of metrics recorded
by Ovation, namely Gaze,Voice and Gesture. These
categories and corresponding metrics are explained
as follows:
Gaze
This category includes two metrics: Attention
Distribution and Audience Stare.Attention Distribution
measures the presenters eye contact with the audience
during the presentation, while Audience Stare measures
whether the presenter focuses too long staring at one
person or spot in the room, normally recorded if the
stare remains fixed for more than 5 seconds.
Voice
This category includes two metrics: Words per Minute
and Filler Words.Words per Minute measures the
speaking speed of the presenter. Ovation adopts a
speaking rate of between 120 and 180 words per
minute (wpm), which is the optimum band range for
the audience to be able to follow the narrative. Filler
Words records the number of filler or hesitation
JOURNAL OF EDUCATION FOR BUSINESS 3
words that a presenter uses in the spoken narrative.
Words such as ah,”“so,”“but,and justare consid-
ered examples of hesitation in Ovation. The higher
the number of filler words, the greater the likelihood
that the presenter is losing the audiences attention
because their focus is being disrupted through con-
stant hesitation.
Gesture
The only metric in this category is Hand Gestures.
This is measured by the presenters level of movement
of the two Oculus Rift hand controllers, presented on
a percentage scale.
Additionally, Ovation calculates a Total Score or
grade for each presentation. This metric allows users
to assess their overall performance during the presen-
tation and use this score as a reference point for
future practice sessions.
The results for all metrics were discussed with each
participant in a 30-minutes session. Once this discussion
was completed and all participantsquestions were clari-
fied, participants move to their second presentation (P
2
).
Step 5
Participants performed their second presentation (P
2
).
All metrics were recorded, and the results were dis-
cussed with each participant and stored on Ovation
for further analysis.
Step 6
Before leaving the VR lab, participants were required
to complete a Qualtrics online survey, including ques-
tions related to their experience using the VR applica-
tion and their improvement in presentation skills.
Data analysis, results and discussion
A paired samples t-test was used to compare partici-
pantsperformance between presentations 1 (P
1
) and
2(P
2
), and assess whether the mean scores from P
2
were statistically different than the mean scores from
P
1
, for the six metrics calculated by Ovation (attention
distribution, audience stare, words per minute, filler
words, hand gestures and total score). Table 1 shows
a means comparison (P
1
vs. P
2
) and other descriptive
statistics for the six variables measures by Ovation.
The results of the paired samples t-test (see Table 2)
are explained as follows.
Attention distribution
Participants showed a better attention distribution
during their second presentation, relative to their first
one (M
P1
¼0.539, M
P2
¼0.646; p<.01). It seems that,
during P
1
, participants were not aware of the import-
ance of looking at and visually engage the audience
around the classroom. On many occasions, partici-
pants focused their attention on the slides, which lim-
ited their ability to interact with the audience.
Conversely, during P
2
, participants were actively scan-
ning both sides of the classroom and adapted their
presentation style to better engage the audience.
Audience stare
The results of the paired sample t-test demonstrate a
significant improvement for participantsaudience
stare from presentation 1 to presentation 2
(M
P1
¼0.576, M
P2
¼705; p<.05). The instances of
participants staring at one location during P
1
was evi-
dent. Some participants stated that they did not realize
that they were doing this until the results were shared
Figure 1. Screen display of recorded student data and feedback provided by Ovation.
4 E. MCGOVERN ET AL.
with them (after completing P
1
). Participants
expressed how much they wanted to improve this skill
for P
2
, as there were many different details running
through their mind in P
1
, i.e., it was involuntarily
easyto stare and not realize that it was occurring for
the short period of time.
Words per minute
Results showed no statistically significant difference
for words per minute (wpm) between presentations 1
and 2 (M
P1
¼0.829, M
P2
¼0.867; p>.10). This is not
surprising because Ovations acceptable range for this
metric (between 120 and 180 words) is somewhat
broad, thus most students stayed within this range
during both presentations. However, it is important to
note that there were some exceptions. For instance,
one participant was extremely nervous and spoke
above the 180 wpm mark for the majority of P
1
. After
discussing the results for P
1
with him, he continued
to exceed the limit during P
2
. After his second presen-
tation, he commented that he knew he had to relax
more and slow down but, once he started his presen-
tation, he became so nervous that he just wanted to
get it finished.
Filler words
Participants used significantly less filler words during
presentation 2 relative to presentation 1 (M
P1
¼0.734,
M
P2
¼0.788; p<.01). During P
1
, participants were
using excessive filler words to either pause or stumble
during the presentation. Feedback on this metric
(after P
1
) was surprising for many participants, as
they did not realize that they were doing this. During
P
2
, students made a significant effort to not fall into
this trap and focus more on delivering a clearer mes-
sage. It is important to note that the filler words
metric needs to be used carefully. In many presenta-
tions, people may use some filler words (e.g., so)to
help themselves deliver their message more effectively.
Establishing a baseline on the use of these words
should be considered in any analysis. Ovation soft-
ware calculates the number of hesitation words, such
as um,”“uhand etc.but does not require
a baseline.
Hand gestures
Results demonstrate that participants improved their
hand gestures from presentation 1 to presentation 2
(M
P1
¼0.189, M
P2
¼0.405; p<.01). Using hand ges-
tures to help explain important points during a pres-
entation can add value to the integrity of the
presenters message. It is evident that, during P
1
,
many participants were not aware of moving their
hands to help them make a better presentation.
Recording participantsmovement of hands was very
helpful, as many of them did not use hand gestures.
After P
2
, participants discussed how they wanted to
focus more on this skill, as they now understand the
importance of displaying more confidence and control
by using hand gestures.
Total score
Overall, the total score of participants was signifi-
cantly higher for presentation 2 relative to presenta-
tion 1 (M
P1
¼0.579, M
P2
¼0.685; p<.01). As
explained before, the total score is calculated from the
integration of three metric categories: gaze, voice and
gestures. The total score was very valuable for partici-
pants because it helped them understand their overall
performance in one single metric. Participants
expressed that, with more practice sessions, they could
work on improving their total score and increasing
their confidence in preparation for actual live presen-
tations in the classroom (i.e., facing the professor and
classmates and not virtual people).
Table 1. Means comparison for the six metrics calculated by
Ovation (P
1
vs. P
2
;n¼71).
Mean Standard deviation Standard error mean
Attention distribution
P
1
0.539 0.313 0.037
P
2
0.646 0.257 0.031
Audience stare
P
1
0.576 0.437 0.052
P
2
0.705 0.424 0.050
Words per minute
P
1
0.829 0.290 0.035
P
2
0.867 0.261 0.031
Filler words
P
1
0.734 0.147 0.017
P
2
0.788 0.126 0.015
Hand gestures
P
1
0.189 0.343 0.041
P
2
0.405 0.434 0.053
Total score
P
1
0.579 0.173 0.021
P
2
0.685 0.168 0.020
Table 2. Results of a paired samples t-test (P
1
vs. P
2
) for the
six metrics calculated by Ovation (n¼71).
tdf Sig. (2-tailed) p-value
Attention distribution 2.774 70 .007
Audience stare 2.148 70 .035
Words per minute 1.308 70 .195
Filler words 5.049 70 .000
Hand gestures 5.072 70 .000
Total score 5.444 70 .000
JOURNAL OF EDUCATION FOR BUSINESS 5
Conclusions and recommendations for
future research
This research demonstrates the potential of adopting
VR technology to further enhance business education,
in this instance, by enabling students to practice and
improve their presentation skills. Our results provide
significant evidence that VR can enhance students
ability to acquire a broader range of skills in nurtur-
ing their overall educational experience. The skillset
required to become successful business professionals
includes building strong presentation skills. Thus,
business educators must invest some time in exploring
and evaluating new technologies that can facilitate this
task. Aside from these findings, the timing for the
emergence of VR into the educational mainstream is
now ripe for two primary reasons. The upcoming 5 G
network will revolutionize the opportunity for many
technologies to take the next dive into disrupting
digital pedagogy across all educational levels.
Simultaneously, the new generations of students are
enthusiastic to embrace the latest technologies that
can help them develop the skills demanded by an
increasingly competitive job market.
Given that the adoption of VR in higher education
is relatively new, we encourage other professors to
seek out and collaborate with established VR compa-
nies developing educational software. Such companies
can greatly benefit from a collaborative relationship
with higher education institutions. The implementa-
tion of VR applications into the classroom can be ini-
tially challenging, as most students are not familiar
with the hardware and software required by VR tech-
nology. As a result, professors need to plan carefully
so that VR integration occurs as gradually and
smoothly as possible. It is strongly recommended that
such efforts engage the universitys Information
Technology (IT) office as their staff can assist faculty
in maximizing both the utilization and engagement of
the VR technology. For instance, the IT staff can help
professors convert an office space or a small room
into a functional VR space. In this study, researchers
created a small lab environment in the library. While
students were delivering their presentations behind a
closed glass door, we considered it important for stu-
dents to have privacy while presenting.
Lastly, while this paper explores the use of VR to
develop studentspresentation skills and provides
positive evidence in support of the adoption of VR,
future research might focus on evaluating students
performance when giving a presentation to a live
audience after practicing with the VR software. This
could further advance the potential benefits of adopt-
ing VR in business education.
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JOURNAL OF EDUCATION FOR BUSINESS 7
... Enhancing user experiences, engagement, and behaviors is also an important theme. Goals include fostering learning outcomes [71,73], improving communication skills [77], eliciting emotions [53], promoting physical activity [64], and encouraging sustainable behaviors [78]. Studies also aim to assess technology acceptance in tourism contexts [79,80]. ...
... AR methods are utilized in 27 studies, including AR tours [32,35,36,39,40,43,51,52,54,60,72], AR-based cultural heritage games [33,34,37,38,48], AR puzzles and gaming apps [73,83], and AR for education and training [67,73,77]. These highlight the versatility of AR in creating interactive experiences, visualizations, and simulations tailored to cultural sites, tourism destinations, museums, and educational contexts. ...
... VR applications are featured in 12 studies, primarily utilizing VR simulations and environments for tourism [53,65,66,71,80], education [67,77], and underwater exploration [84]. The immersive realism of VR is leveraged to enhance user experiences, learning, and data collection across domains. ...
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Global climate disruptions pose escalating threats to tourism networks, necessitating innovative resilience solutions tailored for regional interdependencies. This review examines research on location-based games for enhancing climate resilience across interconnected tourism economies. Analyzing 75 studies, strengths and limitations are delineated. While confirming augmented reality, virtual reality, and geo-tagging versatility for promotion, analysis, and experience enhancement, findings reveal gaps in leveraging these technologies for systemic coordination, participatory governance, embodied vulnerability assessment, and social learning. Immersive climate visualizations, policy simulations, and multiplayer interfaces emerge as frontiers enabling collaborative adaptation. The top priorities are (1) integrating localized climate projections with human perceptions through interactive visualizations to create tangible threats, (2) designing policy simulations for participatory governance of resilience investments across sectors, (3) developing embodied social learning vulnerability assessments highlighting differential exposures, and (4) designing multiplayer games to facilitate the co-creation of equitable, robust adaptation strategies by communities. Targeted research advancing location-based platforms to link science, policy, and community priorities is essential for tourism networks to navigate intensifying climate disruptions collaboratively. This review thus delineates critical next steps in utilizing geo-technologies’ participatory, experiential promise to inform and connect stakeholders in steering tourism toward resilient pathways.
... Virtual reality (VR) technology has become common and can be seen in both business and educational settings, offering immersive experiences that enhance learning, training, collaboration, and customer engagement (McGovern et al., 2020). Businesses are exploring VR as ways to expand training and simulation, product prototyping, supporting virtual meetings, and improving customer support (Farshid et al., 2018;Jayawardena et al., 2023), while education sectors are starting to offer immersive learning experiences in VR, skill training and simulation (i.e. ...
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Virtual Reality (VR) evolves rapidly as a pervasive media and many have started to explore how VR can be used to support a wide range of people. VR technology is also being increasingly integrated into both business and educational settings, offering immersive experiences that enhance learning, training, collaboration, and customer engagement. More recently, the use of VR to aid employment for individuals with disabilities has become a topic of interest. One such innovation use case is the integration of VR meditation practices. VR meditation offers a promising avenue to enhance the well-being of individuals with disabilities in the workplace by providing an immersive method to manage stress, enhance focus, and foster relaxation. This pilot study included 23 participants with disabilities who engaged in daily 5-min VR meditation sessions for three days. Results demonstrated the feasibility and preliminary efficacy of the intervention. Participants reported positive experiences, including increased job satisfaction, work engagement, quality of life, and mindfulness. Statistically significant improvements were observed in participants' work engagement. Participants also provide suggestions for employers looking to adopt a similar approach.
... In recent years, virtual learning environments have become more widely used. Although there still remain open challenges and issues that need to be addressed (Cook et al., 2019;Extremera et al., 2020;Lege & Bonner, 2020;Velev & Zlateva, 2017;Vergara-Rodriguez et al., 2018), VR is a fitting example of the benefits that fully immersive virtual learning environments can yield since it allows for different pedagogical approaches to be used (Fabris et al., 2019;Hussein & Nätterdal, 2015;McGovern et al., 2020) in different fields including engineering (Nylund et al., 2019). Hence, it is mostly assessed as a valuable educational tool that can offer both cognitive and pedagogical merits in secure and interactive virtual environments (Antón-Sancho, Vergara, Fernández-Arias et al., 2022;Berni & Borgianni, 2020;Hu-Au & Lee, 2017;Lanzo et al., 2020). ...
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Virtual reality (VR) is an effective technology when applied to higher education. A fruitful line of research is the study of the reception of VR by the agents involved, especially professors. This provides keys to help universities and countries, especially developing ones, in the process of digital integration. In this work, a quantitative analysis of the influence of the digital generation of engineering professors on their assessments of the didactic use of VR is carried out. For this, a validated questionnaire has been passed to a sample of 312 engineering professors from the Latin American region, whose responses have been statistically analyzed. It is found that digital native professors report better skills than digital immigrants but give lower ratings to the didactic aspects of VR than digital immigrants. It has been also shown that the influence of the digital generation on the ratings is strongly dependent on the gender of the participants. As a conclusion, it is necessary to increase the digital training of professors in the region and strengthen female access to technologies. It is suggested that protocols be designed to promote the use of VR in an egalitarian way, especially among digital immigrants.
... Coupled with the theoretical knowledge provided by teachers, this approach not only enhances students' practical skills but also aligns with the evolving demands of modern educational reforms. (13) The necessity for innovation in the teaching model that integrates theory with practice is met by VR technology, which can design a multitude of simulation training scenarios. For instance, in higher education, students can undergo driving skills training through VR technology, which constructs a simulated environment. ...
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Virtual reality offers a more immediate and engaging educational experience for university students. By recreating real-world or even fantastical settings, learners can engage in training in a secure and hazard-free atmosphere, which is crucial for boosting their enthusiasm and practical skills. The introduction of VR into teaching has revolutionized the conventional educational approach, particularly through its interactive and immersive features, which have been a game-changer. VR surpasses traditional teaching by catering to personalized learning needs and encouraging proactive student inquiry and study. Empirical studies on teaching outcomes indicate that VR is highly effective in fields such as medical, engineering, management education, and physical education. In the medical field, VR can offer a highly realistic anatomical study environment, aiding students in acquiring intricate medical knowledge and techniques more effectively
... Although there has been research on the use of virtual reality (VR) technology in education (McGovern et al., 2020;Rohman et al., 2021;Yu, 2023). This research fills the gap by focusing on the impact of its use on students' understanding of religious concepts and teachers' perceptions in learning Islamic Religious Education. ...
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The use of virtual reality (VR) technology in Islamic Religious Education learning in schools has become an interesting topic to improve students’ understanding of religious concepts. This study explores the impact of virtual reality (VR) technology in simulating religious pilgrimage on students’ understanding of religious concepts and teachers’ perceptions. The research conducted used a case study design with a qualitative approach. The research setting was purposively selected at Madrasah Tsanawiyah Negeri (MTsN) 1 Kota Bengkulu. The subjects in this study were Islamic Religious Education teachers and students. The data in this study were collected through observation, interviews, and documentation. Data validity testing in this study was carried out using the triangulation test method. Data analysis in this study adopted a descriptive approach involving several stages, namely data condensation, data presentation, and data conclusion drawing and verification. The results showed: that first, there was a positive acceptance from students towards using Virtual Reality (VR) technology in simulating religious pilgrimage, with many students feeling an enchanting and immersive experience. Second, VR plays a significant role in improving students’ understanding of religious concepts, especially in understanding the historical context and spiritual meaning of holy places. Third, Islamic religious education teachers have a positive perception of the use of VR in learning. The teachers see VR as a tool for increasing student engagement and expanding the learning experience.
... The integration of digital technologies has escalated across all educational tiers, as educators implement these tools to enhance the learning experience for their students. [5]. VR provides an intuitive learning experience through immersive environments, while meta-universe breaks through geographic and physical boundaries by integrating the virtual and the real to build decentralized digital platforms. ...
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The use of virtual reality and metaverse in education is gradually changing the traditional teaching model. Virtual reality technology enables students to learn in simulated laboratories, historical scenarios, or complex scientific models by providing immersive virtual environments. This interactivity and immersion significantly improve the intuitiveness and effectiveness of learning. Virtual reality not only enhances students' understanding of abstract concepts, but also provides a safe and controlled environment for hands-on practice. On the other hand, Metaverse combines technologies such as VR, Augmented Reality, and Blockchain to create an integrated virtual platform that enables educational resources and social interactions to be shared globally across geographical boundaries. In the metaverse, educational institutions can build dynamic virtual campuses that facilitate collaborative learning and resource sharing on a global scale, breaking the time and space constraints of the traditional classroom. However, the application of these technologies also faces challenges, including issues such as the technological divide, equipment costs, data privacy, and mental health. Therefore, this paper will investigate the practical uses of virtual reality and the metaverse within the educational sector, assess the innovative prospects and obstacles they present, and offer recommendations for the future advancement of education.
... Training and support using virtual reality (VR), augmented reality (AR) and mixed reality (MR) opens up new possibilities in staff and educator training and development. These technologies can be used to train your employees in a variety of areas such as workplace safety, equipment operation, soft skills, project management, and more [9]. These training sessions can be more effective and fun than traditional methods, leading to better retention and application of learned skills in practice. ...
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As technology advances at a rapid pace, immersive tools such as Virtual Reality (VR), Augmented Reality (AR), and Mixed Reality (MR) are increasingly being adopted in higher education, especially within universities. These technologies offer innovative approaches to enhance and digitize learning environments, opening up new avenues for enriched educational experiences and improved training methodologies. This paper investigates the integration of VR, AR, and MR in aviation education at the university level, evaluating their effectiveness, advantages, and limitations. It explores both the strengths and challenges associated with these technologies in relation to educational objectives, assessing their suitability for aviation training. Furthermore, the study examines emerging trends, particularly the synergy between artificial intelligence (AI) and immersive tools, underscoring the importance of continuous innovation and collaboration to maximize their potential. Through a comprehensive analysis of current practices and future directions, this paper sheds light on the transformative impact of VR, AR, and MR in aviation education. The conclusion reaffirms recent trends and positive outcomes of these technologies while also addressing cost implications for future developments.
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Background and Aim: This study takes the application of virtual reality technology in the teaching of environmental design as the object of research and is expected to achieve the following research objective: This study aims to evaluate the impact of virtual reality technology on students' creativity, logic, expression, and grades in environmental design course. Materials and Methods: This paper investigates the application of virtual reality technology in environmental design teaching using literature methods, experimental methods, and mathematical statistics. This study used a control group for comparison. Two groups of 37 third-year environmental design students at Sichuan University of Media and Communications in China were assigned to either an experimental group utilizing virtual reality technology or a control group employing traditional teaching methods. After 8 weeks of experimental study, we completed the experimental procedure. The experimental data was also analyzed and interpreted in depth using Jamovi 2.4.8. The collected information was mainly analyzed using descriptive statistics and t-tests. The following conclusions were drawn through the statistics and analysis of the experimental results. Results: Creativity, logic, expression, and performance were selected as experimental indicators to test the ability of environmental design students. Significant differences were confirmed through paired and independent sample t-tests. 1. In the comparison between the pre-test of the experimental group and the post-test using VR, the paired t-test results showed a significant difference between the student's creativity, logic, expression, and achievement in the pre-test and post-test (p<0.001). 2. In the comparison between the experimental and control groups, the independent t-test showed a significant difference between the two groups of students in terms of creativity, logic, expression, and achievement after 8 weeks of instruction (p<0.001). Students in the experimental group showed a 19.6% higher improvement in creativity scores than those in the control group, an 18.4% higher improvement in logic scores, and a 23% higher improvement in expression scores. Conclusion: These results suggest that integrated VR technology in environmental design education can significantly enhance learning outcomes. 1. The creativity, logic, expressiveness, and grades of students in the experimental group improved after using VR when compared to the pre-test and post-test. 2. The experimental group compared to the control group showed more significant improvement in creativity, logic, expressiveness, and grades of the students in the experimental group compared to the control group.
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The evolving potential of virtual reality and the Metaverse to create immersive, engaging learning experiences and of digital escape room games to provide opportunities for active, autonomous, personalised learning has brought both to the forefront for educators seeking to transform traditional educational settings. This study investigated the impact of collaboration within a virtual reality serious escape room game in the Metaverse that was designed for English as a Foreign Language (EFL) learners to explore how this approach influences their academic performance and overall learning experience. A comparative research approach was adopted using twenty (n = 20) adult learners divided into two equal-sized groups; the experimental group completed the virtual reality escape room in pairs, while the control group completed it individually. Mixed methods were employed, utilising a pre- and post-test to measure academic performance, as well as a questionnaire and two focus groups to evaluate participants’ learning experiences. Results indicated a trend of learners working collaboratively showing better learning outcomes and experience, offering valuable insights regarding the integration of serious Metaverse games in language-focused educational contexts.
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Augmented reality (AR) and virtual reality (VR), a kingdom-of-the-art technology for superimpos­ing information onto the real world, have recently started to have an effect on our everyday lives. In addition, AR and VR have shown a great contribution to advanced construction management in recent years. However, a comprehensive critical review of AR and VR technolo­gies in construction management is absent in the liter­ature. This study provides a comprehensive review of a summary of using potential opportunities of AR and VR to solve a variety of construction management issues effectively and efficiently. This study found that AR is successfully used in construction project scheduling, progress tracking, worker training, safety management, time and cost management, and quality and defects management. VR is effectively used as a visualization tool, worker training technology, safety management tool, and quality and defects management tool. In addi­tion, AR and VR are used for developing a network that allows the possibility of having conferences with those who are geographically far off from each other or the construction site. This study could help to explore the potential fields of using AR and VR technologies in the construction industry effectively as advance time- and cost-saving profitable tools.
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The increasing use of wearable devices for tourism purposes sets the stage for a critical discussion on technological mediation in tourism experiences. This paper provides a theoretical reflection on the phenomenon of embodiment relation in technological mediation and then assesses the embodiment of wearable augmented reality technology in a tourism attraction. The findings suggest that technology embodiment is a multidimensional construct consisting of ownership, location, and agency. These support the concept of technology withdrawal, where technology disappears as it becomes part of human actions, and contest the interplay of subjectivity and intentionality between humans and technology in situated experiences such as tourism. It was also found that technology embodiment affects enjoyment and enhances experience with tourism attractions.
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In the past, researchers have explored virtual reality (VR) as an educational tool primarily for training or therapeutic purposes. In this research, the authors examine the potential for using Google Cardboard VR in business classrooms as a content delivery platform. They specifically investigate how VR (viewing a 3-dimensional, 360° video) differs from the traditional flat-screen (FS) format (viewing a 2-dimensional video [e.g., iPod (Apple, Cupertino, CA)]) as a teaching tool to deliver video-based content. The results demonstrate that participants in the VR condition (vs. the FS condition) rated their enjoyment and interest to be higher. However, the Google Cardboard VR platform was not superior to the iPod FS format in its content delivery with respect to novelty, reliability, and understandability.
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Background Despite increasing evidence for the effectiveness of virtual reality (VR)-based therapy in stroke rehabilitation, few knowledge translation (KT) resources exist to support clinical integration. KT interventions addressing known barriers and facilitators to VR use are required. When environmental barriers to VR integration are less amenable to change, KT interventions can target modifiable barriers related to therapist knowledge and skills. MethodsA multi-faceted KT intervention was designed and implemented to support physical and occupational therapists in two stroke rehabilitation units in acquiring proficiency with use of the Interactive Exercise Rehabilitation System (IREX; GestureTek). The KT intervention consisted of interactive e-learning modules, hands-on workshops and experiential practice. Evaluation included the Assessing Determinants of Prospective Take Up of Virtual Reality (ADOPT-VR) Instrument and self-report confidence ratings of knowledge and skills pre- and post-study. Usability of the IREX was measured with the System Usability Scale (SUS). A focus group gathered therapist experiences. Frequency of IREX use was recorded for 6 months post-study. ResultsEleven therapists delivered a total of 107 sessions of VR-based therapy to 34 clients with stroke. On the ADOPT-VR, significant pre-post improvements in therapist perceived behavioral control (p = 0.003), self-efficacy (p = 0.005) and facilitating conditions (p =0.019) related to VR use were observed. Therapist intention to use VR did not change. Knowledge and skills improved significantly following e-learning completion (p = 0.001) and was sustained 6 months post-study. Below average perceived usability of the IREX (19th percentile) was reported. Lack of time was the most frequently reported barrier to VR use. A decrease in frequency of perceived barriers to VR use was not significant (p = 0.159). Two therapists used the IREX sparingly in the 6 months following the study. Therapists reported that client motivation to engage with VR facilitated IREX use in practice but that environmental and IREX-specific barriers limited use. Conclusions Despite increased knowledge and skills in VR use, the KT intervention did not alter the number of perceived barriers to VR use, intention to use or actual use of VR. Poor perceived system usability had an impact on integration of this particular VR system into clinical practice.
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While the dominant research stream on tourism technologies has investigated the adoption of self-service, mobile, and web-based technologies, the potential of destination marketing through virtual technologies is yet to be fully investigated. Because of limited empirical knowledge about the application of virtual reality (VR) in tourism, this research investigates how VR can be used to deliver integrated tourist experiences prior to their stay at the hotel. Through a lab-coordinated experiment, the current study contrasts three hotel previews that differ in their level of interactivity (images vs. 360° tour vs. VR). The findings demonstrate that a VR preview induces higher elaboration of mental imagery about the experience and a stronger sense of presence compared to both the 360° preview and images preview, thereby translating into enhanced brand experience. Such findings suggest that VR is substantial in prompting tourists to “daydream” about lodging offers prior to experiencing them at the destination’s premises.
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Foveated rendering is a performance optimization based on the well-known degradation of peripheral visual acuity. It reduces computational costs by showing a high-quality image in the user’s central (foveal) vision and a lower quality image in the periphery. Foveated rendering is a promising optimization for Virtual Reality (VR) graphics, and generally requires accurate and low-latency eye tracking to ensure correctness even when a user makes large, fast eye movements such as saccades. However, due to the phenomenon of saccadic omission, it is possible that these requirements may be relaxed. In this article, we explore the effect of latency for foveated rendering in VR applications. We evaluated the detectability of visual artifacts for three techniques capable of generating foveated images and for three different radii of the high-quality foveal region. Our results show that larger foveal regions allow for more aggressive foveation, but this effect is more pronounced for temporally stable foveation techniques. Added eye tracking latency of 80--150ms causes a significant reduction in acceptable amount of foveation, but a similar decrease in acceptable foveation was not found for shorter eye-tracking latencies of 20--40ms, suggesting that a total system latency of 50--70ms could be tolerated.
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Virtual reality (VR) is being used for many applications, ranging from medicine to space and from entertainment to training. In this research paper, VR is applied in engineering education, the scope being to compare three major VR systems with the traditional education approach when we do not use any VR system (No-VR). The Corner Cave System (CCS) is compared with the Head Mounted Display (HMD) system. Both of these systems are using a tracking system to reflect the user movements in the virtual environment. The CCS uses only three coordinates: x-, y- and z-axis. The HMD system has six degrees of freedom, the x-, y- and z-axis, as well as the roll, pitch and yaw. Those two systems are also compared with HMD, as a standalone device (HMD-SA) without the tracking system where it has only roll, pitch and yaw. The objective of the study was to evaluate the impact of VR systems on the students’ achievements in engineering colleges. The research examined the effect of the four different methods and compared the scores of the students after each test. The experiments were ran over 48 students. Those systems show incredible results.
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This study investigates the meaning of communication skills from employers’ perspectives. Students enrolled in a business communication course were asked to contact potential employers in their fields of interest, requesting information about important communication skills in those fields. Using content analysis, two coders familiar with business communication analyzed 52 of the resulting open-ended responses. The analysis of 165 skills suggests employers recall oral communication more frequently than written, visual, or electronic communication skills. Of oral communication subskills, interpersonal communication was mentioned more than other workplace communication skills.