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Virtual Worlds, Volume 2, Issue 3 (September 2023) – 6 articles

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13 pages, 12658 KiB  
Article
Field Trips and Their Effect on Student Learning: A Comparison of Knowledge Assessment for Physical versus Virtual Field Trips in a Construction Management Course
by Amna Salman
Virtual Worlds 2023, 2(3), 290-302; https://doi.org/10.3390/virtualworlds2030017 - 18 Sep 2023
Cited by 1 | Viewed by 3169
Abstract
Teaching through field trips has been very effective in the architecture, engineering and construction (AEC) disciplines as it allows students to bridge the gap between theory and practice. However, it is not always feasible to take a large class on field trips due [...] Read more.
Teaching through field trips has been very effective in the architecture, engineering and construction (AEC) disciplines as it allows students to bridge the gap between theory and practice. However, it is not always feasible to take a large class on field trips due to time, safety, and cost limitations. To adequately prepare future professionals in the AEC industry, it is imperative that institutions adopt innovative methods of providing the field trip experience. One such approach is using virtual reality (VR) technology. Creating 3D VR construction environments and immersing students in that virtual world could provide an engaging and meaningful experience. Although researchers in AEC schools have developed and deployed many virtual field trips (VFTs) in education, little is known about their potential to provide the same knowledge base. For that reason, a VR app was created to teach students about the design and construction of steel structures, called the Steel Sculpture App (SSA). The SSA served as a VFT, and the location of the steel frame structure served as the actual field trip (AFT). The research was conducted in structure-related courses in the spring, summer, and fall of 2021 and the spring and fall of 2022 semesters. Each semester, students were split into groups, one being the control group and the other being the experimental group. The control groups learned through AFTs, whereas the experimental groups learned through VFTs. A knowledge test was administered at the end of each treatment to collect quantitative data on the students’ performance, understanding, and knowledge retention. The results indicated that the students learning from VFTs scored higher than those learning from AFTs. The paper discusses student assessment results and student feedback about replacing AFTs with VFTs in times of need. Full article
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23 pages, 3789 KiB  
Article
Readers Theater in Desktop VR: A Pilot Study with Grade Nine Students
by Linda Peschke, Anna Kiani, Ute Massler and Wolfgang Müller
Virtual Worlds 2023, 2(3), 267-289; https://doi.org/10.3390/virtualworlds2030016 - 8 Sep 2023
Viewed by 1796
Abstract
Appropriate techniques for promoting reading fluency are difficult to implement in the classroom. There is little time to provide students with individualized feedback on reading aloud or to motivate them to do so. In this context, Virtual Reality (VR) can be beneficial for [...] Read more.
Appropriate techniques for promoting reading fluency are difficult to implement in the classroom. There is little time to provide students with individualized feedback on reading aloud or to motivate them to do so. In this context, Virtual Reality (VR) can be beneficial for learning because it allows for individualized feedback and for increasing learner engagement. Studies that analyze established methods of language learning in VR at school are thus far lacking. Therefore, this pilot study is one of the first to analyze student acceptance of reading fluency training in desktop VR at a secondary school. The interview guide was developed in accordance with the Technology Acceptance Model. The desktop VR environment is web-based and provides individual and collaborative opportunities for training reading fluency, giving, and receiving feedback, and deepening content understanding of reading texts. To analyze the acceptance of the desktop VR environment, five guided interviews were conducted. The results reveal that despite various technical challenges within the VR environment, students not only accepted but also appreciated the reading fluency training in VR. The integration of established concepts of reading fluency training in foreign language classrooms has great potential as an additional value in addressing the challenges of face-to-face instruction. Full article
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24 pages, 422 KiB  
Essay
The Impacts of Online Experience on Health and Well-Being: The Overlooked Aesthetic Dimension
by Tim Gorichanaz, Alexandros A. Lavdas, Michael W. Mehaffy and Nikos A. Salingaros
Virtual Worlds 2023, 2(3), 243-266; https://doi.org/10.3390/virtualworlds2030015 - 22 Aug 2023
Cited by 1 | Viewed by 2585
Abstract
It is well-recognized that online experience can carry profound impacts on health and well-being, particularly for young people. Research has already documented influences from cyberbullying, heightened feelings of inadequacy, and the relative decline of face-to-face interactions and active lifestyles. Less attention has been [...] Read more.
It is well-recognized that online experience can carry profound impacts on health and well-being, particularly for young people. Research has already documented influences from cyberbullying, heightened feelings of inadequacy, and the relative decline of face-to-face interactions and active lifestyles. Less attention has been given to the health impacts of aesthetic experiences of online users, particularly gamers and other users of immersive virtual reality (VR) technologies. However, a significant body of research has begun to document the surprisingly strong yet previously unrecognized impacts of aesthetic experiences on health and well-being in other arenas of life. Other researchers have used both fixed laboratory and wearable sensors and, to a lesser extent, user surveys to measure indicators of activation level, mood, and stress level, which detect physiological markers for health. In this study, we assessed the evidence that online sensorial experience is no less important than in the physical world, with the capacity for both harmful effects and salutogenic benefits. We explore the implications for online design and propose an outline for further research. Full article
12 pages, 1388 KiB  
Article
Adding a Web-Based Virtual Reality Classroom Experience to a Hybrid, Blended Course Modality
by Laura Huisinga
Virtual Worlds 2023, 2(3), 231-242; https://doi.org/10.3390/virtualworlds2030014 - 1 Aug 2023
Cited by 2 | Viewed by 1498
Abstract
The blended classroom is a unique space for face-to-face (F2F) interaction and online learning. The blended classroom has three distinct interaction types: in-person synchronous, virtual synchronous, and virtual asynchronous; each of these modalities lends itself to different forms of extended reality. This case [...] Read more.
The blended classroom is a unique space for face-to-face (F2F) interaction and online learning. The blended classroom has three distinct interaction types: in-person synchronous, virtual synchronous, and virtual asynchronous; each of these modalities lends itself to different forms of extended reality. This case study looks at using a virtual reality (VR) classroom for an online synchronous weekly meetings for three upper-division or advanced (junior and senior level) higher education design classes at a university. The use of social web VR for a classroom can offer a collaborative, real-time environment that bridges the gap between virtual video conferences and gaming platforms. This paper examines how to use social web VR in a virtual classroom. Mixed methods were used to collect usability data at the end of the semester survey. The system usability scale (SUS) and several qualitative questions gathered student feedback. Overall, the students enjoyed using the VR classroom, but audio issues seemed to be the most significant pain point. While the overall response was positive, this study will address several areas for improvement from both the student and instructor perspectives. Social, web-based VR offers promising potential. Designing a human-centered virtual environment and considering all participants’ total user experience is critical to a successful learning tool. Full article
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13 pages, 1592 KiB  
Concept Paper
Enhancing Nursing Simulation Education: A Case for Extended Reality Innovation
by Shanna Fealy, Pauletta Irwin, Zeynep Tacgin, Zi Siang See and Donovan Jones
Virtual Worlds 2023, 2(3), 218-230; https://doi.org/10.3390/virtualworlds2030013 - 27 Jul 2023
Cited by 4 | Viewed by 4479
Abstract
This concept paper explores the use of extended reality (XR) technology in nursing education, with a focus on three case studies developed at one regional university in Australia. Tertiary education institutions that deliver nursing curricula are facing challenges around the provision of simulated [...] Read more.
This concept paper explores the use of extended reality (XR) technology in nursing education, with a focus on three case studies developed at one regional university in Australia. Tertiary education institutions that deliver nursing curricula are facing challenges around the provision of simulated learning experiences that prepare students for the demands of real-world professional practice. To overcome these barriers, XR technology, which includes augmented, mixed, and virtual reality (AR, MR, VR), offers a diverse media platform for the creation of immersive, hands-on learning experiences, situated within virtual environments that can reflect some of the dynamic aspects of real-world healthcare environments. This document analysis explores the use of XR technology in nursing education, through the narrative and discussion of three applied-use cases. The collaboration and co-design between nursing educators and XR technology experts allows for the creation of synchronous and asynchronous learning experiences beyond traditional nursing simulation media, better preparing students for the demands of real-world professional practice. Full article
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15 pages, 3544 KiB  
Article
Effects of Virtual Reality on Complex Building System Recall
by Bita Astaneh Asl, Wendy Nora Rummerfield and Carrie Sturts Dossick
Virtual Worlds 2023, 2(3), 203-217; https://doi.org/10.3390/virtualworlds2030012 - 26 Jun 2023
Cited by 1 | Viewed by 1567
Abstract
Multidisciplinary design and construction teams are challenged to communicate and coordinate across complex building systems, including architectural, structural, mechanical, electrical, and piping (MEP). To support this coordination, disciplinary 3D models are combined and coordinated before installation. Studies show that besides the use of [...] Read more.
Multidisciplinary design and construction teams are challenged to communicate and coordinate across complex building systems, including architectural, structural, mechanical, electrical, and piping (MEP). To support this coordination, disciplinary 3D models are combined and coordinated before installation. Studies show that besides the use of 3D models, industry professionals sketch building components to discuss coordination issues and find resolutions that require them to recall the building components in the model. In current practices, 3D models are explored with Building Information Modeling (BIM) tools presented on 2D screens, while Virtual Reality (VR) can provide users with an immersive environment to explore. This paper presents the results of an experiment that studied the effects of VR’s immersive environment on the participants’ complex MEP system recall compared to BIM via sketching. The comparison criteria were the 3D geometry properties of the piping system and the users’ self-awareness in the model categorized under color, shape, dimension, piping, and viewpoint. The results showed significant improvement in recall of shape, dimension, and piping when the model was explored in VR. Full article
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