According to a BBC report,2016 marked the year when virtual reality(VR)transitioned from concept to reality1.VR has emerged in various fields and is highly effective in many ways.The implementation of VR technology in...According to a BBC report,2016 marked the year when virtual reality(VR)transitioned from concept to reality1.VR has emerged in various fields and is highly effective in many ways.The implementation of VR technology in teaching and learning has gradually become popular.Through the 3D realistic learning environment,learners are immersed in the virtual environment.Language education needs to create an immersive English learning environment and atmosphere.Therefore,in order to understand the substantial benefits of integrating VR into English language acquisition,this research will adopt the VR teaching materials to Freshman English Courses.For students who will participate in the use of VR technology to learn English,the pre-test,post-test,and surveys will be analyzed.Through the analysis of questionnaire data,explore whether the VR model is effective in enhancing learning interest and motivation,and evaluate the effectiveness of enhancing language ability learning.This research is based on the Technology Acceptance Model,using Pivot Report and SPSS software to analyze the results of the tests.Pearson correlation coefficient analysis will be also adopted to explore the three aspects of the usage of VR:(a)Does VR really work for enhancing learning motivation and interest?;(b)To explore the feasibility of VR in the educational field analyzed by the Technology Acceptance Model(TAM,Technology Acceptance Model);and(c)Learning effectiveness of the participants.The results of this research will provide references for language teachers who would like to implement innovative teaching,enrich teaching materials,and enhance learning effectiveness.展开更多
Objective:To investigate the impact of applying PBL combined with virtual reality(VR)technology in clinical teaching of geriatric sarcopenia on students’knowledge acquisition,attitudes,and behaviors,providing practic...Objective:To investigate the impact of applying PBL combined with virtual reality(VR)technology in clinical teaching of geriatric sarcopenia on students’knowledge acquisition,attitudes,and behaviors,providing practical evidence for geriatric medicine teaching reform.Methods:Eighty clinical medicine undergraduate interns admitted to the geriatrics department of a hospital from January 2024 to June 2025 were randomly divided into an observation group(n=40)and a control group(n=40).The control group received traditional lecture-based instruction,while the observation group underwent PBL combined with VR technology.The two groups were compared on end-of-term theoretical knowledge assessment scores,clinical practice operation scores,teaching satisfaction,and clinical behavior observation scale scores.Results:Students in the observation group achieved significantly higher scores in basic theoretical knowledge(86.52±5.31)and clinical practice skills(88.15±4.26)compared to the control group(75.28±6.15)and(72.33±5.87),respectively(p<0.05).The observation group and control group students’awareness of geriatric sarcopenia and satisfaction with teaching methods were 95.00%and 97.50%,and 77.50%and 72.50%,respectively,with statistically significant differences(p<0.05);The observation group demonstrated significantly higher frequency of proactive sarcopenia screening,greater enthusiasm in participating in nutritional intervention plan development,and increased engagement in health education during clinical practice compared to the control group,with statistically significant differences(p<0.05).Conclusion:The application of a PBL combined with virtual reality(VR)technology teaching model in clinical teaching on geriatric sarcopenia significantly enhances students’foundational theoretical knowledge,improves their attitudes toward geriatric sarcopenia,and enhances their clinical practice behaviors.This represents a scientifically effective teaching method in geriatric medicine.展开更多
Training in residency programs is highly competitive,it requires the formation of competent physicians that achieve the performance standards that were declared for their technical skills,attitudes and interpersonal a...Training in residency programs is highly competitive,it requires the formation of competent physicians that achieve the performance standards that were declared for their technical skills,attitudes and interpersonal abilities.The use of simulation and technology on the medical education has increased considerably.Particularly in ophthalmology the simulators used are:live models from animal or cadavers,mannequins,wet laboratories,simulated patients,part-task moles,laser or surgical models,and more recently,virtual reality(VR).VR places a person in a simulated environment that has a specific sense of self-location,where the participant interacts with the objects within the setting.Teaching with VR refers to the use of the available resources in technology and visualization of structures to improve the educational experience of medical students,residents and physicians in professional continuous development programs.Several authors highlight the benefits of assessing trainees with the tools,they argue that the key contribution of this model is in the formative assessment.Rather than evaluating and putting a score on student’s grades,VR provides a powerful experience for the acquisition of skills.A conclusion is the need to develop studies to document the effects that it has on knowledge,skills and behaviors,and to patient related outcomes.展开更多
Extended Reality(XR)technologies are increasingly employed in museums and heritage contexts to create immersive,interactive experiences that enhance public engagement with cultural content.However,their widespread ado...Extended Reality(XR)technologies are increasingly employed in museums and heritage contexts to create immersive,interactive experiences that enhance public engagement with cultural content.However,their widespread adoption is often hindered by high development costs,limited technical expertise,and accessibility concerns.This paper introduces ExPresS XR(Experimentation and Presentation for Science with OpenXR),an open-source platform built on the Unity game engine,enabling the creation of Virtual,Augmented,and Mixed Reality exhibitions without programming skills.The system provides museumspecific functionalities,including rapid virtual space creation,interactive artifact showcases,gamified learning modules,and integrated visitor data collection.Two case studies-Temple Tax&Doves,a VR reconstruction of Herod’s Temple with numismatic learning tasks,and Hornmoldhaus VR,a comprehensive virtual representation of the Hornmoldhaus City Museum incorporating both its Japanese artifact collection and other exhibits such as a Roman engraved gem,reconstructed wine cellar,and archival holdings–demonstrate the platform’s application in archaeological and historical contexts.Drawing on over ten XR projects,the paper identifies best practices for motion design,interaction simplicity,and balancing scholarly accuracy with engaging gameplay.ExPresS XR offers a practical,cost-effective approach to XR-based science communication,supporting museums,archaeologists,and cultural institutions in developing accessible,research-informed virtual exhibitions.展开更多
文摘According to a BBC report,2016 marked the year when virtual reality(VR)transitioned from concept to reality1.VR has emerged in various fields and is highly effective in many ways.The implementation of VR technology in teaching and learning has gradually become popular.Through the 3D realistic learning environment,learners are immersed in the virtual environment.Language education needs to create an immersive English learning environment and atmosphere.Therefore,in order to understand the substantial benefits of integrating VR into English language acquisition,this research will adopt the VR teaching materials to Freshman English Courses.For students who will participate in the use of VR technology to learn English,the pre-test,post-test,and surveys will be analyzed.Through the analysis of questionnaire data,explore whether the VR model is effective in enhancing learning interest and motivation,and evaluate the effectiveness of enhancing language ability learning.This research is based on the Technology Acceptance Model,using Pivot Report and SPSS software to analyze the results of the tests.Pearson correlation coefficient analysis will be also adopted to explore the three aspects of the usage of VR:(a)Does VR really work for enhancing learning motivation and interest?;(b)To explore the feasibility of VR in the educational field analyzed by the Technology Acceptance Model(TAM,Technology Acceptance Model);and(c)Learning effectiveness of the participants.The results of this research will provide references for language teachers who would like to implement innovative teaching,enrich teaching materials,and enhance learning effectiveness.
文摘Objective:To investigate the impact of applying PBL combined with virtual reality(VR)technology in clinical teaching of geriatric sarcopenia on students’knowledge acquisition,attitudes,and behaviors,providing practical evidence for geriatric medicine teaching reform.Methods:Eighty clinical medicine undergraduate interns admitted to the geriatrics department of a hospital from January 2024 to June 2025 were randomly divided into an observation group(n=40)and a control group(n=40).The control group received traditional lecture-based instruction,while the observation group underwent PBL combined with VR technology.The two groups were compared on end-of-term theoretical knowledge assessment scores,clinical practice operation scores,teaching satisfaction,and clinical behavior observation scale scores.Results:Students in the observation group achieved significantly higher scores in basic theoretical knowledge(86.52±5.31)and clinical practice skills(88.15±4.26)compared to the control group(75.28±6.15)and(72.33±5.87),respectively(p<0.05).The observation group and control group students’awareness of geriatric sarcopenia and satisfaction with teaching methods were 95.00%and 97.50%,and 77.50%and 72.50%,respectively,with statistically significant differences(p<0.05);The observation group demonstrated significantly higher frequency of proactive sarcopenia screening,greater enthusiasm in participating in nutritional intervention plan development,and increased engagement in health education during clinical practice compared to the control group,with statistically significant differences(p<0.05).Conclusion:The application of a PBL combined with virtual reality(VR)technology teaching model in clinical teaching on geriatric sarcopenia significantly enhances students’foundational theoretical knowledge,improves their attitudes toward geriatric sarcopenia,and enhances their clinical practice behaviors.This represents a scientifically effective teaching method in geriatric medicine.
文摘Training in residency programs is highly competitive,it requires the formation of competent physicians that achieve the performance standards that were declared for their technical skills,attitudes and interpersonal abilities.The use of simulation and technology on the medical education has increased considerably.Particularly in ophthalmology the simulators used are:live models from animal or cadavers,mannequins,wet laboratories,simulated patients,part-task moles,laser or surgical models,and more recently,virtual reality(VR).VR places a person in a simulated environment that has a specific sense of self-location,where the participant interacts with the objects within the setting.Teaching with VR refers to the use of the available resources in technology and visualization of structures to improve the educational experience of medical students,residents and physicians in professional continuous development programs.Several authors highlight the benefits of assessing trainees with the tools,they argue that the key contribution of this model is in the formative assessment.Rather than evaluating and putting a score on student’s grades,VR provides a powerful experience for the acquisition of skills.A conclusion is the need to develop studies to document the effects that it has on knowledge,skills and behaviors,and to patient related outcomes.
文摘Extended Reality(XR)technologies are increasingly employed in museums and heritage contexts to create immersive,interactive experiences that enhance public engagement with cultural content.However,their widespread adoption is often hindered by high development costs,limited technical expertise,and accessibility concerns.This paper introduces ExPresS XR(Experimentation and Presentation for Science with OpenXR),an open-source platform built on the Unity game engine,enabling the creation of Virtual,Augmented,and Mixed Reality exhibitions without programming skills.The system provides museumspecific functionalities,including rapid virtual space creation,interactive artifact showcases,gamified learning modules,and integrated visitor data collection.Two case studies-Temple Tax&Doves,a VR reconstruction of Herod’s Temple with numismatic learning tasks,and Hornmoldhaus VR,a comprehensive virtual representation of the Hornmoldhaus City Museum incorporating both its Japanese artifact collection and other exhibits such as a Roman engraved gem,reconstructed wine cellar,and archival holdings–demonstrate the platform’s application in archaeological and historical contexts.Drawing on over ten XR projects,the paper identifies best practices for motion design,interaction simplicity,and balancing scholarly accuracy with engaging gameplay.ExPresS XR offers a practical,cost-effective approach to XR-based science communication,supporting museums,archaeologists,and cultural institutions in developing accessible,research-informed virtual exhibitions.