Virtual Reality Simulation-Based Learning
Abstract The use of virtual reality (VR) and augmented reality (AR) to improve learning is a topical issue in Higher Education. This paper aims to assess the impact of virtual reality simulation (VR-SBL) on student learning and satisfaction. To this end, two cases are presented that have been carried out at Universidad Europea de Madrid (UEM): the first consists of training experience to provide first aid in the event of a traffic emergency through the use of immersive virtual reality technology, where a comparison has been made between how students learn with this new methodology concerning the traditional master class. The second case is the simulation of accidents in a laboratory using virtual reality desktop technology, where a comparison has been made between how students learn with this methodology for simulation of such accidents in the real laboratory. In both cases, a quasi-experimental design with an experimental group and a control group has been used. Also, a pretest-posttest design has been applied, consisting of a knowledge test before the experience (pretest) and a knowledge questionnaire after the experience (posttest). To measure satisfaction with the activity and the adequacy of the tools used, a user experience questionnaire was administered. In conclusion, student satisfaction was high in both cases. Besides, in the first case, the experimental group using immersive virtual reality had a significantly better academic performance. As for the second case, no significant differences were found in terms of learning. Therefore, the level of learning in both groups (virtual reality simulation and real scenario simulation) was the same.
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Corvetto, M., Bravo, M. P., Montaña, R., Utili, F., Escudero, E., Boza, C., . . . Dagnino, J. (2013). Simulation in medical education: a synopsis. Revista médica de Chile, 141(1), 70-79. doi:https://doi.org/10.4067/S0034-98872013000100010
Curcio, I. D. D., Dipace, A., & Norlund, A. (2016). Virtual realities and education. Research on Education and Media, 8(2), 60-68. doi:https://doi.org/10.1515/rem-2016-0019GS
Dalgarno, B., & Lee, M. J. W. (2010). What are the learning affordances of 3-D virtual environments? British Journal of Educational Technology, 41(1), 10-32. doi:https://doi.org/10.1111/j.1467-8535.2009.01038.x
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McGaghie, W. C., Issenberg, B., Cohen, E. R., Barsuk, J. H., & Wayne, D. B. (2011). Does simulation-based medical education with deliberate practice yield better results than traditional clinical education? A meta-analytic comparative review of the evidence. Academic Medicine, 86(6), 706-711. doi:https://doi.org/10.1097/ACM.0b013e318217e119
McGrath, J.L., Taekman, J.M., Dev, P., Danforth, D.R., Mohan, D., Kman, N., . . . Bond, W. F. (2017). Using virtual reality simulation environments to assess competence for emergency medicine learners. Academic Emergency Medicine, 25(2), 186-195. doi:https://doi.org/10.1111/acem.13308
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Nakai, A., & Suzuki, K. (2015). Development and research activities of advanced system safety laboratory for safety education/culture. In Perspectives on Process Safety from Around the World 2015-Topical Conference at the 2015 AIChE Spring Meeting and 11th Global Congress on Process Safety.
Okuda, Y., Bryson, E. O., DeMaria, S., Jacobson, L., Quinones, J., Shen, B., & Levine, A. I. (2009). The utility of simulation in medical education: what is the evidence? Mount Sinai Journal of Medicine: A Journal of Translational and Personalized Medicine, 76(4), 330-343. Oxford University Press (2018). doi:https://doi.org/10.1002/msj.20127
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Playstation. (2019). PlayStation VR: El dispositivo de juego de RV para PS4. Retrieved from: https://bit.ly/2VZxyRQ
Quinn, F. M. (2000). The Principles and Practice of Nurse Education. London, UK: Nelson Thornes.
Robertson, G., Card, S., & Mackinlay, J. (1993). Three views of virtual reality: Nonimmersive virtual reality. IEEE Computer, 26(2), 81. doi:https://doi.org/10.1109/2.192002
Robertson, G., Czerwinski, M., & van Dantzich, M. (1997). Immersion in desktop virtual reality. In Proceedings of the 10th annual ACM symposium on User interface software and technology (p.11-19). New York, USA: ACM. doi:https://doi.org/10.1145/263407.263409
Royal College of Surgeons in Ireland – RCSI. (2018). VR-mSurgery. Retrieved from: https://bit.ly/3aDKcvc
Samsung Electronics Co., Ltd. (2019). Samsung Gear VR with Controller. Retrieved from: https://bit.ly/2Kvx1lv
Sangrà, A. (2001). La calidad en las experiencias virtuales de educación superior. Retrieved from: https://bit.ly/3cLcbKU
Stratesys. (2019). COSMIC. Retrieved from: https://bit.ly/2YgPjPB
Vázquez, G., & Guillamet, A. (2009). Training based on simulation as an essential innovation in medical training. Educación Médica, 12(3), 149-145. doi:https://doi.org/10.33588/fem.123.524
Yang, J. C., Chen, C. H., & Jeng, M. C. (2010). Integrating video-capture virtual reality technology into a physically interactive learning environment for English learning. Computers & Education, 55(3), 1346-1356. doi:https://doi.org/10.1016/j.compedu.2010.06.005
Zamora, F. G., De los Santos, M., Sierra, G., & Luna, E. (2015). Quality in basic cardiopulmonary resuscitation skills associated with undergraduate simulation fidelity. Research in Medical Education, 4(13), 22-27.
Candiago, A., & Kawamoto, L. T. (2016). Development and Validation of a Serious Game for Chemistry Laboratories. Spaces, 37(11), E-1.
Carrillo, J. L., & Cortés, J. A. (2016). Secuencias didácticas con realidad virtual: En el área de geometría en educación básica. F@ro: revista teórica del Departamento de Ciencias de la Comunicación, 1(23), 2.
Cook, D. A., Hatala, R., Brydges, R., Zendejas, B., Szostek, J. H., Wang, A. T., . . . Hamstra, S. J. (2011). Technology-enhanced simulation for health professions education: a systematic review and meta-analysis. Journal of the American Medical Association, 306(9), 978-988. doi:https://doi.org/10.1001/jama.2011.1234
Corvetto, M., Bravo, M. P., Montaña, R., Utili, F., Escudero, E., Boza, C., . . . Dagnino, J. (2013). Simulation in medical education: a synopsis. Revista médica de Chile, 141(1), 70-79. doi:https://doi.org/10.4067/S0034-98872013000100010
Curcio, I. D. D., Dipace, A., & Norlund, A. (2016). Virtual realities and education. Research on Education and Media, 8(2), 60-68. doi:https://doi.org/10.1515/rem-2016-0019GS
Dalgarno, B., & Lee, M. J. W. (2010). What are the learning affordances of 3-D virtual environments? British Journal of Educational Technology, 41(1), 10-32. doi:https://doi.org/10.1111/j.1467-8535.2009.01038.x
De Freitas, S. (2006). Learning in immersive worlds: A review of game-based learning. Joint Information Systems Committee. Retrieved from: https://bit.ly/3aCB8GP
Facebook Technologies, LLC. (2018). RCSI Medical Training Sim. Retrieved from: https://ocul.us/2Y6byr6
Facebook Technologies, LLC. (2019). Oculus. Retrieved from: https://www.oculus.com
Fernández, M. (2017a). Augmented Virtual Reality: How to Improve Education Systems. Higher Learning Research Communications, 7(1), 1-15. doi:https://doi.org/10.18870/hlrc.v7i1.373
Fernández, R. (2017b). Calidad de la enseñanza a través de los juegos de rol en el espacio europeo de educación superior. Revista Electrónica sobre Educación Media y Superior, 4(7).
Google (2019). Daydream. https://vr.google.com/daydream
Gredler, M. E. (2004). Games and Simulations and Their Relationships to Learning. In D. H. Jonassen (Ed.), Handbook of research on educational communications and technology (pp. 571-581). Mahwah, NJ, US: Lawrence Erlbaum Associates Publishers. doi:https://doi.org/10.4324/9781410609519
Hedrick, T. E., Bickman, L., & Rog, D. J. (1993). Applied research design. A practical guide. Applied Social Research Methods Series. Newbury Park, CA: Sage. doi:https://doi.org/10.4135/9781412983457
HTC Corporation. (2019). HTC VIVE: Discover Virtual Reality Beyond Imagination. Retrieved from: https://www.vive.com/eu
Huang, Y. C., Backman, S. J., Backman, K. F., McGuire, F. A., & Moore, D. (2019). An investigation of motivation and experience in virtual learning environments: A self-determination theory. Education and Information Technologies, 24(1), 591-611. doi:https://doi.org/10.1007/s10639-018-9784-5
Jiménez, E., Mariscal, G., Heredia, M., & Castilla, G. (2018). Virtual reality versus master class: a comparative study. In Proceedings of the Sixth International Conference on Technological Ecosystems for Enhancing Multiculturality (pp. 568-573). New York, USA: ACM. doi:https://doi.org/10.1145/3284179.3284276
Johnson, L., Adams, S., Cummins, M., Estrada, V., Freeman, A., & Hall, C. (2016). NMC Horizon Report: 2016 Higher Education Edition. Retrieved from: https://bit.ly/3bz0gQ6
Kapp, K. M. (2012). The Gamification of learning and instruction. Games Based Methods and Strategies for training and education. San Francisco: Pfeiffer/ASTD Press.
Lateef F. (2010). Simulation-based learning: Just like the real thing. Journal of emergencies, trauma, and shock, 3(4), 348-52. doi:https://doi.org/10.4103/0974-2700.70743
Lenovo (2019). Realidad virtual y aumentada: Página principal Lenovo España. Retrieved from: https://www.lenovo.com/es/es/arvr
Magic Leap, Inc. (2019). Magic Leap Home. Retrieved from: https://bit.ly/2KA0CKE
McGaghie, W. C., Issenberg, B., Cohen, E. R., Barsuk, J. H., & Wayne, D. B. (2011). Does simulation-based medical education with deliberate practice yield better results than traditional clinical education? A meta-analytic comparative review of the evidence. Academic Medicine, 86(6), 706-711. doi:https://doi.org/10.1097/ACM.0b013e318217e119
McGrath, J.L., Taekman, J.M., Dev, P., Danforth, D.R., Mohan, D., Kman, N., . . . Bond, W. F. (2017). Using virtual reality simulation environments to assess competence for emergency medicine learners. Academic Emergency Medicine, 25(2), 186-195. doi:https://doi.org/10.1111/acem.13308
Microsoft. (2019a). Mixed Reality Technology for Business. Retrieved from: https://bit.ly/2VZxpOi
Microsoft. (2019b). Windows Mixed Reality. Retrieved from: https://bit.ly/2yL00ik
Moreno, N. M., & Ramírez, M. B. (2015). Uso didáctico de la realidad virtual en los Grados de Educación Infantil y Educación Primaria. In A. Matas, J. J. Leiva, N. M. Moreno Martínez, N. M., A. H. Martín, & E. López (Eds.), I Seminario Internacional de Innovación docente e Investigación Educativa, Universidad de Málaga.
Nakai, A., & Suzuki, K. (2015). Development and research activities of advanced system safety laboratory for safety education/culture. In Perspectives on Process Safety from Around the World 2015-Topical Conference at the 2015 AIChE Spring Meeting and 11th Global Congress on Process Safety.
Okuda, Y., Bryson, E. O., DeMaria, S., Jacobson, L., Quinones, J., Shen, B., & Levine, A. I. (2009). The utility of simulation in medical education: what is the evidence? Mount Sinai Journal of Medicine: A Journal of Translational and Personalized Medicine, 76(4), 330-343. Oxford University Press (2018). doi:https://doi.org/10.1002/msj.20127
Palés, J. L., & Gomar, C. (2010). The use of simulations in Medical Education. Theory of Education: Education and Culture in the Information Society, 11(2), 147-169.
Playstation. (2019). PlayStation VR: El dispositivo de juego de RV para PS4. Retrieved from: https://bit.ly/2VZxyRQ
Quinn, F. M. (2000). The Principles and Practice of Nurse Education. London, UK: Nelson Thornes.
Robertson, G., Card, S., & Mackinlay, J. (1993). Three views of virtual reality: Nonimmersive virtual reality. IEEE Computer, 26(2), 81. doi:https://doi.org/10.1109/2.192002
Robertson, G., Czerwinski, M., & van Dantzich, M. (1997). Immersion in desktop virtual reality. In Proceedings of the 10th annual ACM symposium on User interface software and technology (p.11-19). New York, USA: ACM. doi:https://doi.org/10.1145/263407.263409
Royal College of Surgeons in Ireland – RCSI. (2018). VR-mSurgery. Retrieved from: https://bit.ly/3aDKcvc
Samsung Electronics Co., Ltd. (2019). Samsung Gear VR with Controller. Retrieved from: https://bit.ly/2Kvx1lv
Sangrà, A. (2001). La calidad en las experiencias virtuales de educación superior. Retrieved from: https://bit.ly/3cLcbKU
Stratesys. (2019). COSMIC. Retrieved from: https://bit.ly/2YgPjPB
Vázquez, G., & Guillamet, A. (2009). Training based on simulation as an essential innovation in medical training. Educación Médica, 12(3), 149-145. doi:https://doi.org/10.33588/fem.123.524
Yang, J. C., Chen, C. H., & Jeng, M. C. (2010). Integrating video-capture virtual reality technology into a physically interactive learning environment for English learning. Computers & Education, 55(3), 1346-1356. doi:https://doi.org/10.1016/j.compedu.2010.06.005
Zamora, F. G., De los Santos, M., Sierra, G., & Luna, E. (2015). Quality in basic cardiopulmonary resuscitation skills associated with undergraduate simulation fidelity. Research in Medical Education, 4(13), 22-27.
Mariscal, G., Jiménez, E., Vivas-Urias, M. D., Redondo-Duarte, S., & Moreno-Pérez, S. (2020). Virtual Reality Simulation-Based Learning. Education in The Knowledge Society, 21, 15. https://doi.org/10.14201/eks.23004
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