scholarly journals Training outcomes for audiology students using virtual reality or traditional training methods

PLoS ONE ◽  
2020 ◽  
Vol 15 (12) ◽  
pp. e0243380
Author(s):  
David Bakhos ◽  
John Galvin ◽  
Jean-Marie Aoustin ◽  
Mathieu Robier ◽  
Sandrine Kerneis ◽  
...  

Due to limited space and resources, it can be difficult to train students on audiological procedures adequately. In the present study, we compared audiology training outcomes between a traditional approach and a recently developed immersive virtual reality (VR) approach in audiology students. Twenty-nine first-year audiology students participated in the study; 14 received traditional training (“TT group”), and 15 received the VR training (“VRT group”). Pre- and post-training evaluation included a 20-item test developed by an audiology educator. Post-training satisfaction and self-confidence were evaluated using Likert scales. Mean post-training test scores improved by 6.9±9.8 percentage points in the TT group and by 21.1±7.8 points in the VRT group; the improvement in scores was significant for both groups. After completing the traditional training, the TT group was subsequently trained with the VR system, after which mean scores further improved by 7.5 points; there was no significant difference in post-VR training scores between the TT and VRT groups. After training, the TT and VRT groups completed satisfaction and self-confidence questionnaires. Satisfaction and self-confidence ratings were significantly higher for the VR training group, compared to the traditional training group. Satisfaction ratings were “good” (4 on Likert scale) for 74% of the TT group and 100% of the VRT group. Self-confidence ratings were “good” for 71% of the TT group and 92% of the VRT group. These results suggest that a VR training approach may be an effective alternative or supplement to traditional training for audiology students.

2019 ◽  
Author(s):  
Stefan Carlo Michalski ◽  
Ancret Szpak ◽  
Dimitrios Saredakis ◽  
Tyler Ross ◽  
Mark Billinghurst ◽  
...  

Objective: The present study investigates skill transfer from Virtual Reality (VR) sports training to the real world, using the fast-paced sport of table tennis.Background: A key assumption of VR training is that the learned skills and experiences transfer to the real world. Yet, in certain application areas, such as VR sports training, the research testing this assumption is sparse.Design: Real-world table tennis performance was assessed using a mixed-model analysis of variance. The analysis comprised a between-subjects (VR training group vs control group) and a within-subjects (pre- and post-training) factor. Method: Fifty-seven participants (23 females) were either assigned to a VR training group (n = 29) or no-training control group (n = 28). During VR training, participants were immersed in competitive table tennis matches against an artificial intelligence opponent. An expert table tennis coach evaluated participants on real-world table tennis playing before and after the training phase. Blinded regarding participant's group assignment, the expert assessed participants’ backhand, forehand and serving on quantitative aspects (e.g. count of rallies without errors) and quality of skill aspects (e.g. technique and consistency).Results: VR training significantly improved participants’ real-world table tennis performance compared to a no-training control group in both quantitative (p<.001, partial eta2 = .301) and quality of skill assessments (p<.001, Cohen’s d = 1.10).Conclusions: This study adds to a sparse yet expanding literature, demonstrating real-world skill transfer from Virtual Reality in an athletic task.


Author(s):  
Jong-Hwan Park ◽  
Yung Liao ◽  
Du-Ri Kim ◽  
Seunghwan Song ◽  
Jun Ho Lim ◽  
...  

The present study examined whether a culture-based virtual reality (VR) training program is feasible and tolerable for patients with amnestic mild cognitive impairment (aMCI), and whether it could improve cognitive function in these patients. Twenty-one outpatients with aMCI were randomized to either the VR-based training group or the control group in a 1:1 ratio. The VR-based training group participated in training for 30 min/day, two days/week, for three months (24 times). The VR-based program was designed based on Korean traditional culture and used attention, processing speed, executive function and memory conditions to stimulate cognitive function. The adherence to the culture-based VR training program was 91.55% ± 6.41% in the VR group. The only adverse events observed in the VR group were dizziness (4.2%) and fatigue (8.3%). Analysis revealed that the VR-based training group exhibited no significant differences following the three-month VR program in Korean Mini-Mental State Examination (K-MMSE) scores, working memory functions such as performance on the digit span test, or in Stroop test performance and word fluency. We conclude that although the 12-week culture-based VR training program did not improve cognitive function, our findings revealed that the culture-based VR training program was feasible and tolerable for participants with aMCI.


2010 ◽  
Vol 450 ◽  
pp. 564-567
Author(s):  
Chiuhsiang Joe Lin ◽  
Shiau Feng Lin ◽  
Rou Wen Wang ◽  
Tien Lung Sun ◽  
Chin Jung Chao ◽  
...  

Virtual Reality (VR) systems have been applied for education, training and entertainment purposes in the areas of military, safety training and flying simulators. In particular, Web-based VR training systems (WBVRTS) have been claimed to have great potential for many applications in training. However, WBVRTS are more complex compared with the traditional training methods which rely on manuals, instructions, and videos. Since VR not only reinforces the visual presentation of the training materials but also provides ways to interact with the training system, it becomes more flexible and possibly more powerful in designing the training system. In this study, we propose a WBVRTS framework based on SRK framework. A combat vehicle maintenance training system was developed into WBVRTS following the framework and structure. The proposed SRK framework for VR training system proved useful in guiding the design and development of the training materials. The study suggests that the design of VR as training tools should be based on user interaction and cognitive theories that support effective learning.


1975 ◽  
Vol 19 (1) ◽  
pp. 55-68
Author(s):  
Gavriel Salvendy ◽  
John Pilitsis

As a result of experimental evidence on skills acquisition of industrial and dental tasks, the concept of utilizing analytical training methods in psychomotor medical education was investigated in this study on “everting square suture” technique used in plastic surgery procedures. Based on attitude questionnaires and film analysis, three simulation training models were developed and compared as to training effectiveness against the “traditional” training method (practice on a pig's foot) currently in use at a number of Medical Schools. The three proposed training models consisted of: 1. Electromechanical training simulator using the progressive parts training method. 2. Perceptual training through film viewing and fault analysis. 3. The combination of (1) and (2) above. Thirty-six medical students with no prior exposure to wound closure techniques participated as subjects. These students were randomly divided into four groups (three experimental and one control). Intergroup comparisons were attained by having subjects from the experimental groups, subsequent to training, practice on porcine skin by placing 35 sutures similar to that of the traditional group. Time, quality, heart rate variability, chin-EMG, neck-EMG and plantar skin conductance data were collected throughout the task and used as evaluation measures. Results indicate that: 1. All three experimental training methods provided for significantly better quality performance levels (from 14.2 to 177.1 percent better) than the traditional training group. Group 1 attained the highest results. 2. The subjects on the experimental traininggroup had briefer training time (ranging between 1.4 to 3.1 times less) than the “traditional” group. 3. The subjects in the experimental training groups had less psychophysiological stress during task performance than did the subjects in the conventional training group.


2021 ◽  
Vol 27 (6) ◽  
pp. 597-602
Author(s):  
Gopal Nambi ◽  
Walid Kamal Abdelbasset ◽  
Shereen H. Elsayed ◽  
Anju Verma ◽  
Julie Saji George ◽  
...  

ABSTRACT Introduction: Virtual reality training (VRT) is an advanced technology that creates virtual games by a computer through specific software. It is a type of rehabilitation training commonly used in balance problems to treat musculoskeletal conditions. Objective: To determine and compare the effects of virtual reality games with those of core stabilization training on physical efficiency in soccer players with chronic low back pain. Methods: A randomized, double-blinded, controlled study was conducted on 60 LBP participants at a university hospital. The first group (n=20) received virtual reality (VR) training; the second group (n=20) received core stabilization (CS) training; and the third group (n=20) received conventional training exercises for four weeks. Scores of clinical and sports performance were measured at baseline, and after 4 weeks, 8 weeks and 6 months. Results: The baseline demographic and clinical characters did not show any significant differences (p>0.05) in the statistical analysis, which shows a homogenous population. Four weeks following the training, the VR training group showed more significant changes in clinical scores than the CS training and control groups (p≤0.001). The scores for sports performance also showed more significant improvement in the VR training group than in the other two groups (p≤0.001). The same improved clinical and sports performance changes were seen at 8 weeks and 6 months of follow-up in the VR training group, when compared to the other two groups (p≤0.001). Conclusion: This study suggests that training through virtual reality games results in long-term improvement in clinical and sports performance compared to other forms of training in soccer players with chronic low back pain.Level of evidence I b; Therapeutic studies – Investigation of treatment results.


Author(s):  
Ioannis Lignos ◽  
Maria Pavlis Korres

Virtual reality educational applications are supporting educational systems to provide better and more realistic training. Military training systems have incorporated such applications in their training programs having positive results in terms of training outcomes, safety, and cost efficiency. The aim of the chapter is to present the benefits of using virtual reality applications in connection to the modern learning theories. More specifically, the chapter summarizes the concepts of experiential, active and constructive learning theories conjoining them with the results of a research conducted to the Hellenic Air Force training pilots concerning their virtual reality training via flight simulators. As derived from the research, virtual reality educational applications are very helpful as far as it concerns acquiring new knowledge, developing skills, with predominant flexibility in decision making and more effective task prioritization and changing trainees' attitudes at the level of self-confidence, understanding, and self-reflection.


2018 ◽  
Vol 47 (1-3) ◽  
pp. 265-269
Author(s):  
Panagiota Zgoura ◽  
Daniel Hettich ◽  
Jonathan Natzel ◽  
Fedai Özcan ◽  
Boris Kantzow

Background/Aim: Peritonitis rates in peritoneal dialysis (PD) vary considerably not only across countries but also between centers in the same country. Patient education has been shown to significantly reduce infection rates but up till now training lacks standardization with patients being trained using different methods and media (e.g., illustrations, videos). As a result, patients may be insufficiently experienced in performing PD, which might be one of the causes for high peritonitis rates. To address these issues, we developed a PD training program based on virtual reality (VR). Methods: To become acquainted with the PD procedure, patients are equipped with a VR headset and controllers. They are presented with a virtual PD set, which simulates the feeling of sitting in front of a real PD set. The patient is enabled to run through the program as often as necessary to become familiarized with the whole PD procedure. The aim is to standardize, facilitate, and accelerate the individual learning process. To compare the effect of the applied training method to traditional training, a randomized controlled trial is underway. Conclusion: Previous studies on the effectiveness of learning showed that VR training applications are superior to traditional methods, such as text- or video-based training. However, no study has been undertaken in the context of dialysis. We believe that the implementation of VR training programs in clinical practice will be beneficial in improving the patient’s proficiency, and thereby the quality and safety of PD.


2020 ◽  
Vol 5 (2) ◽  
pp. 191-201
Author(s):  
Mohammad Zamzami

The aim of this study is to investigate the effectiveness of using Virtual Reality (VR) technology in learning the skill of jump-shot in basketball. Participants were 45 new volunteer students from the Department of Physical Education at Umm Al-Quran University. They had no experience in basketball and jump-shot in particular. They were divided into three groups, control group, real training group, and VR training group. Pre and post-tests were applied on the three groups to have a comparison between them. In the VR training group, we used the Virtual Reality headset device (HTC Vivek) to teach them the jump-shot in basketball. The scores were analyzed by using the One-Way ANOVA to measure their performance. Results showed a significant improvement in the level of performance for the jump-shot skill in the real training group and the VR group. While no significant improvement was noticed in the control group. Also, there was no significant differences between the real training and VR training group in post-test at the level of p=0.05  in jump-shot for the basketball skill. The results motivated faculty members in colleges of physical education in Saudi universities to take advantage of modern technological means. Making it as one of the new methods in teaching practical courses and conducting more research to identify the impact of using modern technology in learning.


Author(s):  
Ioannis Lignos ◽  
Maria Pavlis Korres

Virtual reality educational applications are supporting educational systems to provide better and more realistic training. Military training systems have incorporated such applications in their training programs having positive results in terms of training outcomes, safety, and cost efficiency. The aim of the chapter is to present the benefits of using virtual reality applications in connection to the modern learning theories. More specifically, the chapter summarizes the concepts of experiential, active and constructive learning theories conjoining them with the results of a research conducted to the Hellenic Air Force training pilots concerning their virtual reality training via flight simulators. As derived from the research, virtual reality educational applications are very helpful as far as it concerns acquiring new knowledge, developing skills, with predominant flexibility in decision making and more effective task prioritization and changing trainees' attitudes at the level of self-confidence, understanding, and self-reflection.


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