Publication:
Immersive virtual reality as an action: measuring approach and learning status of learners after planning myVOR

dc.contributor.authorTAÇGIN, ZEYNEP
dc.contributor.authorsTacgin, Zeynep
dc.date.accessioned2022-03-12T22:41:30Z
dc.date.accessioned2026-01-11T13:59:05Z
dc.date.available2022-03-12T22:41:30Z
dc.date.issued2020
dc.description.abstractThis research investigates the learning progress and bottlenecks of students during learning via an immersive virtual reality environment. At the planning stage of this action research, an immersive virtual reality learning environment - myVOR- was designed and developed to teach concepts and procedures. myVOR was developed using the Unity game engine. Depth-camera integrated Head Mounted Display was used to support the skill training of learners via intuitive gesture interaction. In the action stage, myVOR was applied to fourteen 3rd year nursing students, once a week for a month. Qualitative and quantitative data were gathered to analyse learning status and, the fluctuation among sessions concerning behaviours, attitudes, reactions. Data were collected from video recordings, myVOR logs, interviews, and an information exam. The results indicated that myVOR was sufficient to teach concepts and complex procedures. However, the learners experienced problems before adapting the used technology, and this affected their behaviours and attitudes during training. The findings of this research support the requirement for a comprehensive needs analysis before designing immersive virtual reality learning environments.
dc.identifier.doi10.1080/09523987.2020.1848509
dc.identifier.eissn1469-5790
dc.identifier.issn0952-3987
dc.identifier.urihttps://hdl.handle.net/11424/236123
dc.identifier.wosWOS:000604318300005
dc.language.isoeng
dc.publisherROUTLEDGE JOURNALS, TAYLOR & FRANCIS LTD
dc.relation.ispartofEDUCATIONAL MEDIA INTERNATIONAL
dc.rightsinfo:eu-repo/semantics/closedAccess
dc.subjectVirtual reality
dc.subjectbehaviour
dc.subjectattitude
dc.subjectreaction
dc.subjectimmersive
dc.subjectlearning
dc.subjectSTUDENTS
dc.subjectSIMULATION
dc.subjectDESIGN
dc.titleImmersive virtual reality as an action: measuring approach and learning status of learners after planning myVOR
dc.typearticle
dspace.entity.typePublication
oaire.citation.endPage371
oaire.citation.issue4
oaire.citation.startPage353
oaire.citation.titleEDUCATIONAL MEDIA INTERNATIONAL
oaire.citation.volume57

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