2021
DOI: 10.1007/s10055-020-00498-8
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A review of the evidence for training effectiveness with virtual reality technology

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Cited by 129 publications
(71 citation statements)
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References 31 publications
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“…This result was especially significant, because the proposed questions evaluated each user’s ability to extrapolate the acquired knowledge to new scenarios (e.g., identifying computer components within a significantly different computer cage than the one displayed in the serious game). This type of evaluation is significantly different from the one used in VR training games where it is mainly the same items and procedures that usually appear in the tests (Abich et al 2021 ). It appears clear that VR is of great potential for the acquisition of this kind of knowledge, as outlined in some previous studies (Checa and Bustillo 2020b ; Molina-Carmona et al 2018 ).…”
Section: Discussionmentioning
confidence: 99%
“…This result was especially significant, because the proposed questions evaluated each user’s ability to extrapolate the acquired knowledge to new scenarios (e.g., identifying computer components within a significantly different computer cage than the one displayed in the serious game). This type of evaluation is significantly different from the one used in VR training games where it is mainly the same items and procedures that usually appear in the tests (Abich et al 2021 ). It appears clear that VR is of great potential for the acquisition of this kind of knowledge, as outlined in some previous studies (Checa and Bustillo 2020b ; Molina-Carmona et al 2018 ).…”
Section: Discussionmentioning
confidence: 99%
“…The use of virtual laboratories in virtual reality stands out against other methods, such as web or video content, due to its ability to provide spatial and embodied interactions that allow hands-on practice for novices. VR has proven itself to be an effective medium to improve knowledge acquisition, retention and self-efficacy, in addition to reducing the error rate when compared to other traditional training methods [26,27].…”
Section: Related Work 21 Virtual Reality Applicationsmentioning
confidence: 99%
“…However, controllers and gaze tracking sensors collect all their reactions: VR makes it possible to observe how a user behaves with a very high level of detail in a non-invasive way. Finally, it also allows the user to work autonomously and receive immediate feedback on performance [26,35].…”
Section: Virtual Reality As a Training Toolmentioning
confidence: 99%
“…These articles were selected as they explore VR learning through both the education and training domains and they subsume the findings from a number of previous works (e.g., Jensen & Konradsen, 2018;Lee & Wong, 2008). Other recent VR reviews were excluded (e.g., Abich et al, 2021) as the authors' definition of VR was outside the scope of our I-VR definition. Note that the reviewed material may not have explicitly used the term I-VR, but their technology constraints fit our operational definition of I-VR.…”
Section: Meta-reviewmentioning
confidence: 99%