Full immersion is extremely useful for learning activity involving bodily coordination from learning surgical skills to combat training, from dance to martial arts, from riding a bicycle to repairing a computer, or even something as simple as cooking an egg.
The study compared learning in an image-based, fully immersive VR program to learning from instructional videos alone.
This study seeks to inspire and inform interdisciplinary researchers and learners about the ways in which VR might support them and also VR software developers to push the limits of their craft.
Virtual reality training research is helping more and more companies understand that a VR training program can be the fastest, most effective way to train their employees.
However, some CEOs and shareholders remain hard to convince, leaving CIOs and CTOs tasked with presenting a solid virtual reality training business case to show how such programs can benefit their organization’s bottom line.
Because virtual reality programs can be created for the most challenging scenarios in almost any industry’s — from a big box store’s Black Friday sale to a rare and complex surgery requiring hours of practice to master — the benefits of launching a VR training pilot program exceed simple cost savings for employee training.
Deloitte recently reported that VR training not only helped employees learn more quickly, but those same employees learned more information and retained higher percentages of what they learned – for an extended period of time.
In a nutshell: VR training programs deliver better outcomes for real-life scenarios students may face later on compared to traditional settings are less focused on improved student-user-experience.
It investigates the promises of VR in interdisciplinary education and research.
The main contributions of this study are (i) literature review of theories of learning underlying the justification of the use of VR systems in education, (ii) taxonomy of the various types and implementations of VR systems and their application in supporting education and research (iii) evaluation of educational applications of VR from a broad range of disciplines, (iv) investigation of how the learning process and learning outcomes are affected by VR systems, and (v) comparative analysis of VR and traditional methods of teaching in terms of quality of learning.