3D Interactive Learning Environment as a Tool for Knowledge Transfer and Retention
Abstract
:1. Introduction
2. Materials and Methods
2.1. The Methodology of Interactive Training Creation
- Analysis and reference collection;
- Asset creation (3D and 2D assets);
- Virtual environment and game scenario creation;
- Testing and utilization.
2.1.1. Analysis and Reference Collection
- Objects that the player will interact with;
- Objects that are necessary to simulate the selected process;
- Objects that are necessary to simulate the selected workplace (scene);
- Objects that enhance the immersion.
2.1.2. Asset Creation
- Objects that the player will interact with (the most complex ones);
- Objects that the player will not interact with but are crucial to correct real-scene replication (less complex ones);
- Objects that enhance the aesthetics of the scene (the simplest ones).
2.1.3. Virtual Environment and Game Scenario Creation
2.1.4. Testing and Utilization
2.2. Design and Creation of VR Interactive Training for a Case Study Based on the Methodology
3. A Case Study
3.1. Research Questions and Hypothesis
- The use of VR interactive training allows more effective knowledge transfer and retention in a short-term application;
- The use of VR interactive training allows longer knowledge retention and easier knowledge transfer in a long-term application;
- The use of VR interactive training gives students a better understanding of the taught subject compared to conventional methods, making it easier to integrate gained knowledge into a variable environment during practical application;
- The effectiveness of the VR interactive training is heavily influenced by the chosen game mechanics and method of instruction delivery.
- Students will be too distracted by the novelty of the VR interactive training to pay attention to the taught subject/process;
- The playful approach of the VR interactive training may redirect a student’s attention to unimportant aspects of the lessons.
3.2. Study Schedule and Tests
- Perfect score (A)—all tasks done correctly without any help;
- Passed with minor help (B)—all tasks done correctly while using the aids only once;
- Passed with major help (C)—all tasks done correctly while using the aids more than once;
- Insufficient (Xf and Xt)—student could not perform the task correctly, even with the help of the aids (Xf) or could not meet the time limit (Xt).
- The VR interactive training was distracting;
- The VR interactive training did not provide enough information to successfully replicate lessons in a real workplace;
- What is a crucial part of a well-designed interactive training?;
- What is the best way to provide instruction and feedback in a virtual environment (while playing the VR training)?;
- What was the most distracting element of the VR interactive training that complicated following the instructions and their subsequent application in the real workplace?
4. Results
4.1. Tests Results
4.2. Questionnaire Results
4.3. Evaluation of Hypotheses
5. Conclusions and Discussion
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Conflicts of Interest
References
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VR Group | NoVR Group | |
---|---|---|
Number of participants | 50 | 50 |
Age | 20–25 | 20–25 |
Study degree | Bachelor | Bachelor |
Engineering | Engineering | |
Training content | Video preview of the tasks | Video preview of the tasks |
VR interactive training | Self-study with a given instruction manual | |
Training length | 90 min | 90 min |
Grade | A | B | C | Xt/Xf | ||||
---|---|---|---|---|---|---|---|---|
Test | VR | NoVR | VR | NoVR | VR | NoVR | VR | NoVR |
Test 1 | 92% | 82% | 8% | 18% | 0% | 0% | 0% | 0% |
Test 2 | 90% | 80% | 10% | 12% | 0% | 8% | 0% | 0% |
Test 3 | 88% | 80% | 10% | 8% | 2% | 10% | 0% | 2% |
Test 4 | 82% | 64% | 12% | 12% | 4% | 14% | 2% | 10% |
Test 5 | 70% | 50% | 8% | 14% | 10% | 12% | 12% | 24% |
Grade | Test 1 | Test 2 | Test 3 | Test 4 | Test 5 | |||||
---|---|---|---|---|---|---|---|---|---|---|
Test | VR | NoVR | VR | NoVR | VR | NoVR | VR | NoVR | VR | NoVR |
Average time (minutes) | 06:36 | 07:02 | 06:47 | 07:04 | 07:02 | 07:56 | 08:06 | 09:02 | 08:04 | 09:10 |
VR—NoVR (difference) | 00:26 | 00:17 | 00:54 | 00:56 | 01:06 | |||||
Best time (minutes) | 04:56 | 04:55 | 04:57 | 05:15 | 05:45 | 05:40 | 06:22 | 06:42 | 06:15 | 07:02 |
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Krajčovič, M.; Gabajová, G.; Matys, M.; Grznár, P.; Dulina, Ľ.; Kohár, R. 3D Interactive Learning Environment as a Tool for Knowledge Transfer and Retention. Sustainability 2021, 13, 7916. https://doi.org/10.3390/su13147916
Krajčovič M, Gabajová G, Matys M, Grznár P, Dulina Ľ, Kohár R. 3D Interactive Learning Environment as a Tool for Knowledge Transfer and Retention. Sustainability. 2021; 13(14):7916. https://doi.org/10.3390/su13147916
Chicago/Turabian StyleKrajčovič, Martin, Gabriela Gabajová, Marián Matys, Patrik Grznár, Ľuboslav Dulina, and Róbert Kohár. 2021. "3D Interactive Learning Environment as a Tool for Knowledge Transfer and Retention" Sustainability 13, no. 14: 7916. https://doi.org/10.3390/su13147916
APA StyleKrajčovič, M., Gabajová, G., Matys, M., Grznár, P., Dulina, Ľ., & Kohár, R. (2021). 3D Interactive Learning Environment as a Tool for Knowledge Transfer and Retention. Sustainability, 13(14), 7916. https://doi.org/10.3390/su13147916