Task type matters: The impact of virtual reality training on training performance.

Background: Virtual reality (VR) is becoming increasingly accessible and being utilized in various organizations to meet education and training needs. Despite its potential, research regarding VR applications has focused on measuring the effectiveness of VR programs relative to non‐VR programs; cons...

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Publicado en:Journal of Computer Assisted Learning Vol. 40; no. 1; pp. 205 - 219
Autores principales: Yoon, Meehyun, Choi, Koun, Yoon, Seonghye, Jo, Il‐Hyun
Formato: research tables/charts randomized controlled trial Journal Article
Publicado: Wiley-Blackwell Feb2024
Acceso en línea:Ver este registro en EBSCOhost
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      dt: Feb2024
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      pub: Wiley-Blackwell
      place: Malden, Massachusetts
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        10.1111/jcal.12874
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        atl: Task type matters: The impact of virtual reality training on training performance.
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          Yoon, Meehyun
          Choi, Koun
          Yoon, Seonghye
          Jo, Il‐Hyun
        affil: Department of Education, Chungbuk National University, Cheongju, Republic of Korea
      sug:
        subj:
          Computer-Assisted Instruction
          Virtual Reality
          Military Training
          Task Performance and Analysis
          Outcomes of Education
          Human
          Quasi-Experimental Studies
          Randomized Controlled Trials
          Random Assignment
          Analysis of Covariance
          Interviews
          Thematic Analysis
          Comparative Studies
          South Korea
          Uncertainty
          Experiential Learning
          Collaboration
          Male
          Funding Source
          Male
      ab: Background: Virtual reality (VR) is becoming increasingly accessible and being utilized in various organizations to meet education and training needs. Despite its potential, research regarding VR applications has focused on measuring the effectiveness of VR programs relative to non‐VR programs; consequently, the ways in which VR programs are effective remain unclear. Objectives: Recognizing this research gap, this study examined whether task type‐dependent differences in training outcomes exist between VR training and non‐VR training groups. Methods: To examine the effects of VR technology for training purposes in a military setting, we conducted a quasi‐experiment focusing on how the effects vary based on task characteristics. A total of 90 military personnel were randomly assigned to either an experimental group (VR) or a control group (non‐VR). After completing their respective training, the two groups participated in four tasks simulating real battle scenarios and designed to evaluate the effectiveness of the VR‐based training. We analysed primary data collected through survey instruments and performance evaluation using a one‐way between‐group analysis of covariance (ANCOVA) and supplementary interview data using thematic analysis. Results and Conclusions: The quantitative analysis showed that the VR group performed better than the control group on three tasks in which communication, interaction and immediate situational judgements were critical. No difference was found between the two groups in the other task, which involved the routine operation of physical objects. Additional interview data revealed the extent to which trainees perceived the VR training as effective in understanding in‐situ conditions, preparing and practising their own and their team's reactions to emergent situations and in manipulating virtual objects. Implications: Our findings provide insight into VR technology's potential to enhance human performance in various training contexts. VR is specifically effective in training that aim to improve immediate judgement and group coordination. Our findings provide useful information for those seeking to design and develop training environments that maximize the effects of VR. Lay Description: What is already known about this topic: Virtual reality training is widely used to train personnel in high‐risk/cost occupations (e.g. surgeons and military personnel).Virtual reality education and training help to improve cognitive and affective function as well as psychomotor skills.The success of technology adoption depends on how well the task characteristics are aligned with technological characteristics. What this paper adds: The current study helps verify the generalizability of the TTF theory and provides an in‐depth framework that can be used to classify task types to optimize VR training.VR training programs are more effective when assigned tasks involve solving problems in groups and/or require spontaneous decision‐making than individual physical operations. Implications for practice and/or policy: When considering VR integration to an existing or new training program, the types of tasks to be designed in the program should be well‐aligned with the technological characteristics.At the organizational level, strategic adoption of VR in the training field should be initiated instead of replacing the existence of areas in current/traditional training (i.e. individual physical operation in this study).
      pubtype: Academic Journal
      doctype:
        research
        tables/charts
        randomized controlled trial
        Journal Article
      ougenre: Article
    language: English
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