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An Exploration of the Usefulness of ...
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Mirza, Hameedullah Baig.
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An Exploration of the Usefulness of Virtual Reality as an Approach to Helping Students with Intellectual Disability Navigate Campus Transit Systems.
紀錄類型:
書目-電子資源 : Monograph/item
正題名/作者:
An Exploration of the Usefulness of Virtual Reality as an Approach to Helping Students with Intellectual Disability Navigate Campus Transit Systems./
作者:
Mirza, Hameedullah Baig.
出版者:
Ann Arbor : ProQuest Dissertations & Theses, : 2020,
面頁冊數:
162 p.
附註:
Source: Dissertations Abstracts International, Volume: 82-03, Section: A.
Contained By:
Dissertations Abstracts International82-03A.
標題:
Instructional design. -
電子資源:
https://pqdd.sinica.edu.tw/twdaoapp/servlet/advanced?query=28087407
ISBN:
9798664760255
An Exploration of the Usefulness of Virtual Reality as an Approach to Helping Students with Intellectual Disability Navigate Campus Transit Systems.
Mirza, Hameedullah Baig.
An Exploration of the Usefulness of Virtual Reality as an Approach to Helping Students with Intellectual Disability Navigate Campus Transit Systems.
- Ann Arbor : ProQuest Dissertations & Theses, 2020 - 162 p.
Source: Dissertations Abstracts International, Volume: 82-03, Section: A.
Thesis (Ph.D.)--University of South Alabama, 2020.
This item must not be sold to any third party vendors.
This study explored the effect of a virtual reality game on students with intellectual disabilities in a postsecondary program when it comes to identifying the major locations around the campus, transit routes, and stops. A national survey was conducted to discover how other programs nationwide viewed virtual reality as a tool to train students with intellectual disabilities to use campus transit.In the virtual reality game, students identified the major locations, stops, and routes around the campus and scored the points and got instant feedback based on the response. Six students with intellectual disabilities (ID) participated in the game, along with three staff members of the program. The independent variable is the use of the VR game by the students. The dependent variables were scores on the tests of knowledge of campus stops and routes and self-efficacy for use of the campus shuttle system. The dependent measures were assessed before and after using the virtual reality (VR) game. The experiences of the developer while developing the game are also shared.A survey of postsecondary programs was also conducted. There were ten programs that responded to the survey. The survey variables included whether the program has a transit system or not, the reasons for the students to use the campus transit system, and what the programs were doing to help students with the transit. The variables also include methods used by the program to help the students learn to use the transit system. An additional set of questions explored how effective the programs think virtual reality would be for training different components of learning campus transit, the usefulness of three different approaches to using virtual reality in training, and their opinions about the VR as a technology.Results of the exploratory study indicated no visible change in the performance of the students who participated in the game as they already know the landmarks, stops, and campus transit routes as well as self-efficacy quantitatively. Qualitatively students seem to enjoy the game, and their self-efficacy increased about independently navigating the campus. The survey results showed that the programs found VR technology extremely useful in training the students with ID. It also found that there is a need for training students with ID in using campus transit as the programs have students who regularly use campus transit and want the students to become gradually independent. The programs also viewed the VR game as extremely useful for training the students with ID, and they also believed that VR technology was sufficiently developed and not too awkward to use. These results provide useful information for informing further development of VR games to help train campus transit use for this population, but are limited by the impacts of the COVID-19 Pandemic that impacted the data collection in the exploratory study and reduced the responses to the survey.
ISBN: 9798664760255Subjects--Topical Terms:
3172279
Instructional design.
Subjects--Index Terms:
Virtual reality game
An Exploration of the Usefulness of Virtual Reality as an Approach to Helping Students with Intellectual Disability Navigate Campus Transit Systems.
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This study explored the effect of a virtual reality game on students with intellectual disabilities in a postsecondary program when it comes to identifying the major locations around the campus, transit routes, and stops. A national survey was conducted to discover how other programs nationwide viewed virtual reality as a tool to train students with intellectual disabilities to use campus transit.In the virtual reality game, students identified the major locations, stops, and routes around the campus and scored the points and got instant feedback based on the response. Six students with intellectual disabilities (ID) participated in the game, along with three staff members of the program. The independent variable is the use of the VR game by the students. The dependent variables were scores on the tests of knowledge of campus stops and routes and self-efficacy for use of the campus shuttle system. The dependent measures were assessed before and after using the virtual reality (VR) game. The experiences of the developer while developing the game are also shared.A survey of postsecondary programs was also conducted. There were ten programs that responded to the survey. The survey variables included whether the program has a transit system or not, the reasons for the students to use the campus transit system, and what the programs were doing to help students with the transit. The variables also include methods used by the program to help the students learn to use the transit system. An additional set of questions explored how effective the programs think virtual reality would be for training different components of learning campus transit, the usefulness of three different approaches to using virtual reality in training, and their opinions about the VR as a technology.Results of the exploratory study indicated no visible change in the performance of the students who participated in the game as they already know the landmarks, stops, and campus transit routes as well as self-efficacy quantitatively. Qualitatively students seem to enjoy the game, and their self-efficacy increased about independently navigating the campus. The survey results showed that the programs found VR technology extremely useful in training the students with ID. It also found that there is a need for training students with ID in using campus transit as the programs have students who regularly use campus transit and want the students to become gradually independent. The programs also viewed the VR game as extremely useful for training the students with ID, and they also believed that VR technology was sufficiently developed and not too awkward to use. These results provide useful information for informing further development of VR games to help train campus transit use for this population, but are limited by the impacts of the COVID-19 Pandemic that impacted the data collection in the exploratory study and reduced the responses to the survey.
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https://pqdd.sinica.edu.tw/twdaoapp/servlet/advanced?query=28087407
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