Literaturnachweis - Detailanzeige
Autor/inn/en | Ramadhana A. B., Rakha; Chen, Hsiu-Ling |
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Titel | A Commercial Off-the-Shelf Immersive Virtual Reality Game: Its Effect on Engineering Students |
Quelle | In: Education and Information Technologies, 28 (2023) 9, S.12319-12335 (17 Seiten)Infoseite zur Zeitschrift
PDF als Volltext |
Zusatzinformation | ORCID (Ramadhana A. B., Rakha) ORCID (Chen, Hsiu-Ling) |
Sprache | englisch |
Dokumenttyp | gedruckt; online; Zeitschriftenaufsatz |
ISSN | 1360-2357 |
DOI | 10.1007/s10639-023-11701-z |
Schlagwörter | College Students; Foreign Countries; Engineering Education; Computer Simulation; Games; Reaction Time; Perceptual Motor Coordination; Spatial Ability; Intervention; Student Experience; Diseases; Taiwan |
Abstract | This article discusses the effect of using a commercial off-the-shelf immersive virtual reality game on engineering students' reaction time, hand-eye coordination, and spatial skills. Fifteen (15) college engineering students in Northern Taiwan were conveniently recruited in a single group. Participants were tasked to play the game for 30 min during the intervention in one day. After the intervention, they were interviewed to explore more about their experiences. The approach showed significant improvement in hand-eye coordination with a large effect size. However, reaction time and spatial skills showed some mean differences, but they were not significant. The findings suggest that the adversary effect of cybersickness can be categorized as none to slight. Qualitative interviews were also conducted to gain better insights and explain the quantitative results. Most participants felt that the activities were fun and engaging. Therefore, it is suggested that the benefits of immersive virtual reality exceed their adverse effects. (As Provided). |
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Erfasst von | ERIC (Education Resources Information Center), Washington, DC |
Update | 2024/1/01 |