Virtual Reality as a Tool for Student Orientation in Distance Education Programs: A Study of New Library and Information Science Students.

Virtual reality (VR) has emerged as a popular technology for gaming and learning, with its uses for teaching presently being investigated in a variety of educational settings. However, one area where the effect of this technology on students has not been examined in detail is as tool for new student...

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Publicado en:Information Technology & Libraries Vol. 39; no. 2; pp. 1 - 13
Autores principales: Valenti, Sandra, Lund, Brady, Ting Wang
Formato: clinical trial research tables/charts Journal Article
Publicado: American Library Association 2020
Acceso en línea:Ver este registro en EBSCOhost
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      pub: American Library Association
      place: Chicago, Illinois
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        atl: Virtual Reality as a Tool for Student Orientation in Distance Education Programs: A Study of New Library and Information Science Students.
      aug:
        au:
          Valenti, Sandra
          Lund, Brady
          Ting Wang
        affil: Assistant Professor, School of Library and Information Management, Emporia State University
      sug:
        subj:
          Online Education
          Student Orientation
          Education, Non-Traditional
          Libraries, Health Sciences Education
          Students, College
          Human
          Student Attitudes
          Comparative Studies
          Pretest-Posttest Design
          Clinical Trials
          South Dakota
          Idaho
          Nevada
          Oregon
          Student Knowledge
          Anxiety Prevention and Control
          Program Evaluation
          Male
          Female
          Adult
          Middle Age
          Transgender Persons
          Analysis of Covariance
          Descriptive Statistics
          Summated Rating Scaling
          Adult: 19-44 years
          Middle Aged: 45-64 years
          Male
          Female
      ab: Virtual reality (VR) has emerged as a popular technology for gaming and learning, with its uses for teaching presently being investigated in a variety of educational settings. However, one area where the effect of this technology on students has not been examined in detail is as tool for new student orientation in colleges and universities. This study investigates this effect using an experimental methodology and the population of new master of library science (MLS) students entering a library and information science (LIS) program. The results indicate that students who received a VR orientation expressed more optimistic views about the technology, saw greater improvement in scores on an assessment of knowledge about their program and chosen profession, and saw a small decrease in program anxiety compared to those who received the same information as standard textand- links. The majority of students also indicated a willingness to use VR technology for learning for long periods of time (25 minutes or more). The researchers concluded that VR may be a useful tool for increasing student engagement, as described by Game Engagement Theory.
      pubtype: Academic Journal
      doctype:
        clinical trial
        research
        tables/charts
        Journal Article
      ougenre: Article
    language: English
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