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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Taylor & Francis Group
2021-01-01
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Series: | Higher Education Pedagogies |
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Online Access: | http://dx.doi.org/10.1080/23752696.2021.1951615 |
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doaj-ae992bff35064cde9e2ebd37d3722d472021-07-26T12:59:41ZengTaylor & Francis GroupHigher Education Pedagogies2375-26962021-01-016117519410.1080/23752696.2021.19516151951615Perceptions of the use of virtual reality games for chemical engineering education and professional trainingChioma Udeozor0Ryo Toyoda1Fernando Russo Abegão2Jarka Glassey3Newcastle UniversityNewcastle UniversityNewcastle UniversityNewcastle UniversityVirtual 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.http://dx.doi.org/10.1080/23752696.2021.1951615virtual realitygameseducationtrainingutaut2chemical engineering education |
collection |
DOAJ |
language |
English |
format |
Article |
sources |
DOAJ |
author |
Chioma Udeozor Ryo Toyoda Fernando Russo Abegão Jarka Glassey |
spellingShingle |
Chioma Udeozor Ryo Toyoda Fernando Russo Abegão Jarka Glassey Perceptions of the use of virtual reality games for chemical engineering education and professional training Higher Education Pedagogies virtual reality games education training utaut2 chemical engineering education |
author_facet |
Chioma Udeozor Ryo Toyoda Fernando Russo Abegão Jarka Glassey |
author_sort |
Chioma Udeozor |
title |
Perceptions of the use of virtual reality games for chemical engineering education and professional training |
title_short |
Perceptions of the use of virtual reality games for chemical engineering education and professional training |
title_full |
Perceptions of the use of virtual reality games for chemical engineering education and professional training |
title_fullStr |
Perceptions of the use of virtual reality games for chemical engineering education and professional training |
title_full_unstemmed |
Perceptions of the use of virtual reality games for chemical engineering education and professional training |
title_sort |
perceptions of the use of virtual reality games for chemical engineering education and professional training |
publisher |
Taylor & Francis Group |
series |
Higher Education Pedagogies |
issn |
2375-2696 |
publishDate |
2021-01-01 |
description |
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. |
topic |
virtual reality games education training utaut2 chemical engineering education |
url |
http://dx.doi.org/10.1080/23752696.2021.1951615 |
work_keys_str_mv |
AT chiomaudeozor perceptionsoftheuseofvirtualrealitygamesforchemicalengineeringeducationandprofessionaltraining AT ryotoyoda perceptionsoftheuseofvirtualrealitygamesforchemicalengineeringeducationandprofessionaltraining AT fernandorussoabegao perceptionsoftheuseofvirtualrealitygamesforchemicalengineeringeducationandprofessionaltraining AT jarkaglassey perceptionsoftheuseofvirtualrealitygamesforchemicalengineeringeducationandprofessionaltraining |
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