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A meta-analysis of virtual reality training programs for social skill development

机译:对用于社交技能发展的虚拟现实培训计划的荟萃分析

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Recent years have seen an increase in the number of researchers and practitioners applying virtual reality (VR) to develop social skills, but varying levels of success have been observed when applying these VR training programs. Due to these disparities, review and summary work is needed to determine (a) whether these programs are effective and (b) the attributes of these programs that lead to success. In the current article, we perform a meta-analysis to determine the overall effectiveness of VR training programs for developing social skills, and we also study the effect of several moderating variables that may influence the effectiveness of these programs. We test whether certain aspects of the applied hardware (e.g. input devices, output devices), applied software (e.g. game elements, Second Life), participant population (e.g. general/specialized), and study design (e.g. type of control group, type of measure, others) influence the success of these programs. Sources were identified using EBSCO and Google Scholar, and, after our inclusion criteria were applied, 23 samples were included in our meta-analysis. Using a random-effects approach, we show that VR training programs, on average, perform better than alternative training programs for developing social skills, but almost all the other findings contradict current notions regarding these programs. Of note, gamified programs produced slightly worse outcomes than non-gamified programs, and programs utilizing immersive technologies (e.g. head-mounted displays) produced slightly worse outcomes than programs utilizing non-immersive displays (e.g. monitors). We provide suggestions regarding the effectiveness of VR training for social skills in comparison to alternative training approaches, the attributes of VR training programs that produce better outcomes, and directions for future research and practice.
机译:近年来,使用虚拟现实(VR)开发社交技能的研究人员和从业人员数量有所增加,但是在应用这些VR培训计划时,已观察到不同程度的成功。由于这些差异,需要进行审查和总结工作以确定(a)这些程序是否有效,以及(b)这些程序成功的属性。在当前的文章中,我们进行了荟萃分析,以确定VR培训计划在发展社交技能方面的总体有效性,并且我们还研究了一些可能影响这些计划有效性的调节变量的影响。我们测试是否应用了硬件(例如输入设备,输出设备),应用软件(例如游戏元素,第二人生),参与者群体(例如通用/专业)以及设计(例如控制组类型,措施等)影响这些计划的成功。使用EBSCO和Google Scholar确定来源,应用我们的纳入标准后,我们​​的荟萃分析包括了23个样本。使用随机效应方法,我们显示,VR培训计划平均而言比开发社交技能的替代培训计划表现更好,但几乎所有其他发现都与这些计划的当前观念相矛盾。值得注意的是,游戏化程序产生的结果要比非游戏化程序差一些,而使用沉浸式技术(例如头戴式显示器)的程序产生的结果要比使用非沉浸式显示器(例如显示器)的程序差一些。与替代培训方法相比,我们提供了有关VR社交技能培训效果的建议,VR培训计划产生更好结果的属性以及未来研究和实践的方向。

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