2021 3rd International Conference on Machine Learning, Big Data and Business Intelligence (MLBDBI) 2021
DOI: 10.1109/mlbdbi54094.2021.00121
|View full text |Cite
|
Sign up to set email alerts
|

Research Status of the Application of Virtual Reality Technology on Self-efficacy

Help me understand this report

Search citation statements

Order By: Relevance

Paper Sections

Select...
2
1
1

Citation Types

0
1
0

Year Published

2023
2023
2024
2024

Publication Types

Select...
5

Relationship

0
5

Authors

Journals

citations
Cited by 5 publications
(4 citation statements)
references
References 12 publications
0
1
0
Order By: Relevance
“…Practicing protective voice adaptations in noise, including during teaching simulations in the virtual classroom, may have improved the participants' belief in their ability to apply these behaviors in real teaching situations. These results are consistent with previous studies in which VR simulations improved self-efficacy, as illustrated by Zheng et al (2021) in their scoping literature review, and by experimental studies on the training of allied health students (e.g., Atuel & Kintzle, 2021) and professionals (Chiang et al, 2022).…”
Section: Discussionsupporting
confidence: 92%
“…Practicing protective voice adaptations in noise, including during teaching simulations in the virtual classroom, may have improved the participants' belief in their ability to apply these behaviors in real teaching situations. These results are consistent with previous studies in which VR simulations improved self-efficacy, as illustrated by Zheng et al (2021) in their scoping literature review, and by experimental studies on the training of allied health students (e.g., Atuel & Kintzle, 2021) and professionals (Chiang et al, 2022).…”
Section: Discussionsupporting
confidence: 92%
“…Technology-driven research on business simulation games focuses on a specific technology used in a simulation game design, such as neuroscience research devices [13,14] and virtual reality [15].…”
Section: Business Simulation Gamesmentioning
confidence: 99%
“…The second group of reviews focus on the learning outcomes and is driven by specific research questions, such as empirical evidence of learning and effective teaching [4] and the impact of simulation games on capabilities in decision-making and cognitive skills [12]. The third group of reviews focus on the usage of specific technology, such as neuroscience research devices [13,14] and virtual reality [15]. These groups of reviews can be referred to as domain-driven, technology-driven, and learning-driven research.…”
Section: Introductionmentioning
confidence: 99%
“…With the development of technology, innovative and original virtual reality (VR) interventions used to alleviate the pain and anxiety caused by interventional surgical procedures represent a combination of reality and imagination. VR interventions affect the body's complex pain modulation system by influencing cognitive and attention processes (Zheng et al, 2021). Studies of VR interventions have been conducted in various areas, and Çakır and Evirgen (2021) found that there was a decrease in pain and anxiety levels among patients undergoing colonoscopy.…”
Section: Introductionmentioning
confidence: 99%