The Influence of Didactic VR Programs on Educational Motivation, Mental States and Creativity in Students

2021 ◽  
Vol 13 (4) ◽  
pp. 126-146
Author(s):  
E.A. Zikeeva ◽  
V.V. Selivanov ◽  
V.U. Kapustina ◽  
I.V. Strizhova

The use of modern didactic programs in mathematics in virtual reality (VR) requires approbation, proof of efficiency and environmental friendliness. VR properties: the ability to animate (perform actions with objects), interactivity and immersion in the information space are especially important for the training of future engineers, mathematicians and programmers. However, such programs today are still a poorly understood innovation, causing scientific controversy. The purpose of the presented study is to substantiate the effectiveness of didactic VR programs in teaching university students in technical areas, through determining the level of knowledge gained, the impact on the formation of educational motivation and the level of creativity among students in the study of higher mathematics. The methodological basis of the research was made up of the main provisions of the psychology of virtual reality, virtual ontology (V.A. Barabanshchikov, V.V. Selivanov). The assessment of changes in educational motivation was carried out using the methodology of A.A. Rean and V.A. Yakunin (modified by N.Ts. Badmaeva). Diagnostics of the level of creativity was carried out using the Johnson questionnaire, adapted by E.E. Tunic. As a result, it was shown that the students involved in the work with VR programs, at the level of reliable statistical significance, increase the indicators for the parameters of educational motivation, activity and creativity.

Author(s):  
I.G. Zhukovskaya ◽  
I.N. Leonov ◽  
T.F. Vostroknutova

The paper presents the results of a study of reflexive techniques impact on the educational motivation of medical university students. In the context of the implementation of the humanistic paradigm in pedagogy, the role of motivation in educational activity regulation is analyzed. Reflexion is considered by the subjects of pedagogical process as a factor of facilitation of "objectification" of needs in the context of educational activity and construction of its subjective sense. It was found that for ISMA students professional motives are dominant in educational motivation and avoidance motives are the least declared. As a result of a quasi-experiment with two non-randomized groups, the impact of reflexive techniques on educational motivation was assessed. The techniques made it possible to keep the structure of educational motivation unchanged in the experimental group, while in the control group a decrease in professional motives and an increase in communicative motives were found.


2021 ◽  
Vol 14 (4) ◽  
pp. 123-141
Author(s):  
V.G. Anikina ◽  
E.G. Khoze ◽  
I.V. Strizhova

The article presents the results of studying the mental states of adolescent students involved in the work using didactic VR programs implemented using VR technologies of different levels, demonstrated using different technical means (stationary PC, VIVE helmet), causing immersive experience of different quality. Before and after work, the participants were controlled: activation, excitement, tone, well-being; mood, asthenia, euphoria; the severity of the presence effect. As a result, it was shown that the participants who were involved in the work with the help of a PC experienced a decrease in indicators at the level of reliable statistical significance for the activation parameter. When working with VIVE helmets, reliable increases are shown in terms of activation, arousal, tone, well-being, asthenic state and euphoria. In general, we can talk about the intensive and positive impact of didactic VR programs broadcast with the help of higher level VR technologies on the mental states of students, which can become a source of formation of their stable and productive educational and cognitive motivation.


2021 ◽  
Vol 11 (12) ◽  
pp. 1578
Author(s):  
Anna Drelich-Zbroja ◽  
Anna Jamroz-Wiśniewska ◽  
Maryla Kuczyńska ◽  
Monika Zbroja ◽  
Weronika Cyranka ◽  
...  

Introduction: mental health has been one of the most important issues surrounding the COVID-19 pandemic; mental disorders can be exacerbated by isolation during lockdowns or online learning. The aim of this study was to analyze the relationship between non-clinical (early) symptoms of depressed moods, personality traits, and coping strategies, as well as whether the learning mode (online versus hybrid) differentiates the experiences of these early symptoms and coping strategies. Methods: 114 university students aged 19 to 34, whose education model was changed from stationary to hybrid or online due to COVID-19 restrictions, participated in the study. The participants completed the online questionnaire, which consisted of two sections: (1) demographic questions to characterize the subjects and 44 questions based on the literature review. (2) Mini-COPE Inventory. Results: the study showed that the fully online study mode has a negative impact on the mental health of students; hybrid students are more likely to use active and positive coping strategies, which effectively help to control negative thoughts and/or reduce negative mental states. Conclusions: the COVID-19 pandemic has had significant psychological effects that will extend to coming years; therefore, implementing systemic psychological care is of utmost importance.


2020 ◽  
Vol 12 (16) ◽  
pp. 6653
Author(s):  
Francisco-Domingo Fernández-Martín ◽  
José-Luis Arco-Tirado ◽  
Francisco-Javier Carrillo-Rosúa ◽  
Mirian Hervás-Torres ◽  
Juan-Francisco Ruiz-Hidalgo ◽  
...  

The objective of this research was two-fold. First, to determine the impact of a Science, Technology, Engineering and Mathematics (STEM) Education program on school performance amongst primary education students. Second, to identify the potential benefits of this program on the key competences of university students in Primary Education Teacher Training. The primary education students’ sub-sample, after being matched on key covariates, was randomly assigned either to the experimental (N = 25) or control group (N = 25). The university students’ sub-sample consisted of 26 students self-selected from the Primary Education Teacher Training degree. The intervention consisted of 20 two-hour weekly sessions of highly structured after-school tutoring delivered by previously trained university students. Although statistical significance was not reached for the hypotheses tested, notably, the results showed between small and moderate effect sizes (i.e., magnitude and direction of the program impact) for primary education students on core STEM subjects (e.g., mathematics d = 0.29, natural science d = 0.26), and for university students on some key employability competencies (e.g., action orientation d = 0.27 or team orientation d = 0.54).


2016 ◽  
Vol 8 (1) ◽  
pp. 60-81 ◽  
Author(s):  
Xiaofang Yao ◽  
Xiyue Wu ◽  
Dan Long

Purpose – This paper aims to explore the impact mechanism of Chinese university students’ perceived entrepreneurial environment on their entrepreneurial tendency in the context of Chinese economic transition. In particular, the paper provides a reference for relevant departments to make policies and entrepreneurship educators to perfect the pedagogical design and curriculum development in entrepreneurship education programs. Design/methodology/approach – The authors used questionnaires to collect data in Chinese universities via random sampling, and gained 729 valid questionnaires. Results from principal component analysis indicate that the scales have a good reliability. In particular, entrepreneurial attitude had three components. The hypotheses are tested by using Spearman correlation and multiple linear regression; the level of statistical significance of F-test was less than 0.05. Hence, multiple linear regression can be used in the analyses. Findings – The study found that university students’ perceived social environment and economic environment have a positive influence on their entrepreneurial tendency, and entrepreneurial attitude is partially playing a mediating role between students’ perceived entrepreneurial environment and entrepreneurial tendency. However, students’ perceived policy environment has no significant impact on entrepreneurial tendency. Originality/value – Environmental factors are often viewed as“gap fillers” in related studies, and mostly concentrated in the Western developed countries. This study attempts to fill the gaps in the context of Chinese economic transition.


2021 ◽  
Vol 11 (2) ◽  
pp. 425-435 ◽  
Author(s):  
Alessandro Siani ◽  
Sarah Anne Marley

AbstractThe Covid-19 pandemic has brought about significant changes to most aspects of our lives. As a result of the quarantine enforced by governments and authorities worldwide, people had to suddenly adapt their daily routines, including work, study, diet, leisure and fitness activities to the new circumstances. A growing body of research indicates that the engagement with virtual reality (VR) activities can have a positive impact on users’ mental and physical wellbeing. This study aims to evaluate the impact of VR activities on users under lockdown due to the Covid-19 pandemic. An online survey was carried out to investigate the recreational use of VR during the lockdown period and to gather users’ opinions on its impact on their physical and mental health. Non-parametric tests were used to evaluate the statistical significance of the responses provided by the 646 participants. The results of the survey show that VR use has significantly increased during the lockdown period for most participants, who expressed overwhelmingly positive opinions on the impact of VR activities on their mental and physical wellbeing. Strikingly, self-reported intensity of physical activity was considerably more strenuous in VR users than in console users. Given the current uncertainty as to the duration and course of the pandemic, as well as the possibility of intermittent lockdown in the upcoming years, the outcomes of this study could have a significant impact towards the development and deployment of VR-based strategies aimed at helping the population cope with prolonged social distancing, with particular regards to vulnerable individuals.


2020 ◽  
Author(s):  
Scarf Damian

Background. Recent research suggests that the competitive aspects of video gameplay may increase aggression. Further, these effects are thought to be exacerbated when highly immersive forms of gameplay (e.g., Virtual Reality) are utilised. Intervention. In order to test the effects of competition and immersion (i.e., telepresence) on aggression we had participants play a video game under one of four experimental conditions: non-competitive and non-immersive, competitive but non-immersive, non-competitive but immersive, and competitive and immersive.Method. In this study, N = 79 university students were randomly assigned to one of the four experimental conditions. After gameplay, aggressive affect, aggressive cognition, and aggressive behaviour were measured. Immersion was manipulated by having participants play the game using a Virtual Reality headset. Results. Competitive video gameplay did not increase aggressive affect, cognition, or behaviour, relative to the non-competitive video game. Similarly, immersion had no impact on aggressive affect, cognition, or behaviour.Discussion. The current study failed to find any evidence that competitive video gameplay, or immersive technology (e.g., VR), enhanced aggressive affect, cognition, or behaviour. Given the small amount of research that has assessed the impact of competitive video gameplay and/or immersive technology on aggression, replications are key to identifying whether these aspects of video gameplay have reliable effects on thought and behaviour.


2021 ◽  
Author(s):  
Marta Modrego-Alarcón ◽  
María Teresa Navarro-Gil ◽  
María Beltrán-Ruiz ◽  
Alicia Monreal-Bartolomé ◽  
Santiago Gascón ◽  
...  

Abstract Background: There is growing concern about mental health problems in university students. For this reason, mindfulness training is becoming increasingly popular in university settings. However, mindfulness-based interventions (MBIs) usually present high attrition rates. This trial aims to evaluate the efficacy of a MBI to reduce perceived stress and to improve the psychological well-being of university students, as well as to explore the capacity of virtual reality (VR) to enhance adherence to the intervention. Methods: This study protocol presents a randomized controlled trial (RCT) involving assessment time points of baseline, posttreatment and 6-month follow-up. A total of 280 students from the Spanish National Distance Education University (UNED) or the University of Zaragoza will be randomly assigned to a mindfulness condition, a mindfulness condition complemented by VR, and a relaxation condition to serve as a control group. Stress will be the main outcome and will be measured using the 10-item self-report Perceived Stress Scale (PSS). Other well-being and academic functioning outcomes will be assessed, as well as variables that explore the impact of VR. Multilevel mixed-effects models will be calculated to estimate the efficacy of the programme, and effect size estimations will be carried out. Effects of VR in adherence to programme will be evaluated. Discussion: Some strengths of this study are the RCT design, which includes a suitable active control group and a 6-month follow-up assessment; a large sample size of university students at different stages of their courses and a variety of degrees; and the incorporation of the VR support to facilitate completion of the MBI programme. Potential limitations are the voluntary participation of the students and the utilization of self-report measures.Trial registration number: ClinicalTrials.gov NCT03771300.


2021 ◽  
Vol 9 (SPE1) ◽  
Author(s):  
Larisa V. Tsyganova ◽  
Yana V. Zubkova ◽  
Natalia V. Bystrova ◽  
Lyubov I. Kutepova ◽  
Maxim M. Kutepov

The study reflects the impact of gaming technology on changing student motivation. The implementation of gaming technologies in the training of students of a higher educational institution helps to increase the motivation of students to study professional disciplines, the formation of professional competence.


2019 ◽  
Author(s):  
Marta Modrego-Alarcón ◽  
María Teresa Navarro-Gil ◽  
María Beltrán-Ruiz ◽  
Alicia Monreal-Bartolomé ◽  
Santiago Gascón ◽  
...  

Abstract Background There is growing concern about mental health problems in university students. For this reason, mindfulness training is becoming increasingly popular in university settings. However, mindfulness-based interventions (MBIs) usually present high attrition rates. This trial aims to evaluate the efficacy of a MBI to reduce perceived stress and to improve the psychological well-being of university students, as well as to explore the capacity of virtual reality (VR) to enhance adherence to the intervention. Methods This study protocol presents a randomized controlled trial (RCT) involving assessment time points of baseline, posttreatment and 6-month follow-up. A total of 280 students from the Spanish National Distance Education University (UNED) or the University of Zaragoza will be randomly assigned to a mindfulness condition, a mindfulness condition complemented by VR, and a relaxation condition to serve as a control group. Stress will be the main outcome and will be measured using the 10-item self-report Perceived Stress Scale (PSS). Other well-being and academic functioning outcomes will be assessed, as well as variables that explore the impact of VR. Multilevel mixed-effects models will be calculated to estimate the efficacy of the programme, and effect size estimations will be carried out. Effects of VR in adherence to programme will be evaluated. Discussion Some strengths of this study are the RCT design, which includes a suitable active control group and a 6-month follow-up assessment; a large sample size of university students at different stages of their courses and a variety of degrees; and the incorporation of the VR support to facilitate completion of the MBI programme. Potential limitations are the voluntary participation of the students and the utilization of self-report measures. Trial registration number ClinicalTrials.gov NCT03771300.


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