Making the Abstract Straightforward: A Pilot of Immersive VR in an Allied Health Program of Study

Patrick Tod Colegrove, Tammy Westergard

Research output: Chapter in Book/Report/Conference proceedingConference contributionpeer-review

1 Scopus citations
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Abstract

Emerging technologies in education are offering new tools for teaching and learner engagement. Today's study and practice can include use of digital technologies far beyond looking at a flat screen: virtual reality, augmented reality, interactive 3D objects and 360 video can provide immersive and impactful teaching and learning. There are a variety of definitions for these "realities" but the overarching impact is one of powerful, immersive, visual learning. Immersive virtual reality in a learner-centric environment can provide more presence and engagement for students, enabling the possibility of enhanced learning experiences relative to conventional classroom practices. This paper presents formative early results of a pilot study leveraging the possibilities of VR technology in service to an existing program of study in allied health services:graduates surveyed report high degrees of confidence in course materials learned by means of the custom VR components developed, reporting the adjunct course materials substantially helped learners in understanding otherwise difficult to grasp concepts of the course.

Original languageEnglish
Title of host publicationHEAd 2021 - 7th International Conference on Higher Education Advances
Pages527-534
Number of pages8
ISBN (Electronic)9788490489758
DOIs
StatePublished - 2021
Event7th International Conference on Higher Education Advances, HEAd 2021 - Virtual, Online, Spain
Duration: 22 Jun 202123 Jun 2021

Publication series

NameInternational Conference on Higher Education Advances
ISSN (Electronic)2603-5871

Conference

Conference7th International Conference on Higher Education Advances, HEAd 2021
Country/TerritorySpain
CityVirtual, Online
Period22/06/2123/06/21

Keywords

  • active learning
  • educational technology
  • experiential learning
  • qualitative evaluation
  • Virtual reality

EGS Disciplines

  • Higher Education
  • Educational Technology

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