Perceptions of the use of virtual reality games for chemical engineering education and professional training

Virtual Reality (VR) games and simulations are increasingly being used to provide highly interactive, engaging and contextual learning experiences for learners in otherwise risk-prone environments, such as those obtained in chemical engineering and industrial domains.  Understanding the intention of...

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Bibliographic Details
Main Authors: Chioma Udeozor, Ryo Toyoda, Fernando Russo Abegão, Jarka Glassey
Format: Article
Language:English
Published: Taylor & Francis Group 2021-01-01
Series:Higher Education Pedagogies
Subjects:
Online Access:http://dx.doi.org/10.1080/23752696.2021.1951615
Description
Summary:Virtual Reality (VR) games and simulations are increasingly being used to provide highly interactive, engaging and contextual learning experiences for learners in otherwise risk-prone environments, such as those obtained in chemical engineering and industrial domains.  Understanding the intention of users towards this technology for education and training purposes is thus of paramount importance for academics and practitioners. This study examines the perceptions of chemical engineering students and professionals towards the use of VR games for health and safety education and training, and discusses the practical implications of findings. The study found that students and professionals believe that IVR games are useful for learning. A comparison of the two groups revealed that professionals were more accepting of the technology compared to students. Students presented concerns with the use of the technology for classroom learning. The paper concludes by outlining the implications of the findings to higher education practice.
ISSN:2375-2696