Literature DB >> 11710252

Presence and reflection in training: support for learning to improve quality decision-making skills under time limitations.

D M Romano1, P Brna.   

Abstract

Virtual Reality (VR) has been used for some time for training various skills. The results obtained are generally very reassuring, suggesting that Virtual Environments (VEs) are an effective new kind of educational tool. There are some, however, who argue that there are cases in which a 2D approach would achieve the same training effect. The literature suggests that the key features that distinguish VR from other training approaches is the sense of presence, which provides a first-person experience of the world. Usually, real world learning is multisensory and gives ownership and control over the experience, increases learner motivation, and triggers the construction of knowledge. Despite technical limitations, a VE is the most effective form of information technology for providing multisensory experience including visual, auditory, and to some extend haptic and tactile cues. The sense of presence ensures that the perceived experience is interpreted as being real and makes it likely that skills learned in the VE will be transferred to the real world. We argue that for training time-limited decision-making skills, the learner should also have an opportunity to reflect on actions/strategies to improve performance. Therefore a virtual environment for training should also provide support for students to reflect on their performance. This paper describes a prototype training system that aims to support both construction of knowledge and cognitive learning. It is also intended to trigger a sense of presence as well as provide support mechanisms, not available in the real world, that the students can exercise to reflect on the training experience.

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Mesh:

Year:  2001        PMID: 11710252     DOI: 10.1089/109493101300117947

Source DB:  PubMed          Journal:  Cyberpsychol Behav        ISSN: 1094-9313


  4 in total

1.  Neuroelectric adaptations to cognitive processing in virtual environments: an exercise-related approach.

Authors:  Tobias Vogt; Rainer Herpers; David Scherfgen; Heiko K Strüder; Stefan Schneider
Journal:  Exp Brain Res       Date:  2015-01-29       Impact factor: 1.972

2.  Cyber sickness in low-immersive, semi-immersive, and fully immersive virtual reality.

Authors:  Sergo Martirosov; Marek Bureš; Tomáš Zítka
Journal:  Virtual Real       Date:  2021-05-19       Impact factor: 4.697

3.  Towards immersive virtual reality (iVR): a route to surgical expertise.

Authors:  Saurabh Dargar; Rebecca Kennedy; WeiXuan Lai; Venkata Arikatla; Suvranu De
Journal:  J Comput Surg       Date:  2015-05-07

4.  The effect of perspective on presence and space perception.

Authors:  Yun Ling; Harold T Nefs; Willem-Paul Brinkman; Chao Qu; Ingrid Heynderickx
Journal:  PLoS One       Date:  2013-11-06       Impact factor: 3.240

  4 in total

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