Effects of virtual reality application on skill learning for optical‐fibre fusion splicing
Bibliographic Data
| ID | 21297798 |
|---|---|
| Authors | Yu‐Shan Chang (0000-0003-3533-7474, Department of Technology Application and Human Resource Development National Taiwan Normal University Taipei Taiwan, corresponding author) |
| Year | 2021 |
| Volume | 52 |
| Issue | 6 |
| Pages | 2209-2226 |
| Publication date | 2021-11-01 |
| Open Access | Yes |
| Type | ARTICLE |
| Venue | British Journal of Educational Technology (JOURNAL) |
| Journal identifiers | ISSN: 0007-1013 • E-ISSN: 1467-8535 |
| Publisher | Wiley (PUBLISHER • GB) |
| DOI | 10.1111/bjet.13118 |
| OpenAlex | W3167678421 |
| Language | EN |
| Citations received | 3 |
| References cited | 26 |
This study explored the effects of virtual reality (VR) application on the process and outcome of skill learning. The participants consisted of 60 new employees in the customer network cable service division of a telecommunications company, and the study focused on the learning of optical‐fibre fusion splicing skills. The skill‐learning test results revealed the following: (a) the skill‐learning effect associated with VR application was greater than that of conventional lecturing and demonstration approaches; (b) VR application had a considerable negative effect on the perception level of skill learning but a moderately positive effect on adaptation and origination levels; and (c) in the VR operation stage of learning, the behavioural transition from the cognitive phase to the associative phase was the most prominent. Practitioner notes What is already known about this topic Virtual reality (VR) can transmit complex knowledge Virtual reality (VR) can facilitate the skill learning What this paper adds How to apply VR to skill learning Effects of VR teaching on steps of skill learning process and learning levels Effects of VR teaching on stages of skill learning Implications for practice and/or policy Using VR teaching to improve skill learning effects Using VR teaching to improve skill learning stages and levels.
Dreyfus model of skill acquisition · Experiential learning · Human–computer interaction · Learning effect · Mathematics education · Multimedia · Perception · Process (computing) · Virtual reality · Computer Science · Psychology · Sport Psychology and Performance · Teleoperation and Haptic Systems · Virtual Reality Applications and Impacts
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| Citations per year | 0.75 |
|---|---|
| Citation span | 2022 - 2024 (3) |
| Highly cited | No |