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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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
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spelling 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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