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...
| Publicado en: | Information Technology & Libraries Vol. 39; no. 2; pp. 1 - 13 |
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| Autores principales: | , , |
| Formato: | clinical trial research tables/charts Journal Article |
| Publicado: |
American Library Association
2020
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| Acceso en línea: | Ver este registro en EBSCOhost |
| fields | @attributes: recordID: 1 pdfLink: plink: https://search.ebscohost.com/login.aspx?direct=true&db=ccm&AN=143882440&site=ehost-live header: @attributes: shortDbName: ccm uiTerm: 143882440 longDbName: CINAHL Complete uiTag: AN controlInfo: bkinfo: dissinfo: jinfo: jid: 07309295 ITL jtl: Information Technology & Libraries issn: 07309295 maglogo: N pubinfo: dt: 2020 vid: 39 iid: 2 pid: 55 pub: American Library Association place: Chicago, Illinois artinfo: ui: 143882440 143882440 143882440 10.6017/ital.v39i2.11937 143882440 ppf: 1 ppct: 12 formats: fmt: @attributes: type: P tig: 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 refInfo: holdings: @attributes: islocal: N |
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