Abstract
Background: Shortages in qualified supervision and other resources prevent education personnel from rehearsing effective practices. Interactive simulations, although increasingly used in education, frequently require instructor management. Automated simulations rarely engage trainees in skills related to practice (eg, speech). Objective: We evaluated the capability of delivering behavioral skills training through an automated virtual reality (VR) simulation using artificial intelligence to improve the implementation of a nondirective mathematical questioning strategy. Methods: We recruited and randomly assigned 30 college-aged participants to equivalent treatment (ie, lecture, modeling, and VR; 15/30, 50%) and control groups (ie, lecture and modeling only; 15/30, 50%). The participants were blind to treatment conditions. Sessions and assessments were conducted face to face and involved the use of VR for assessment regardless of the condition. Lessons concerned the use of a nondirective mathematical questioning strategy in instances where a simulated student provided correct or incorrect answers to word problems. The measures included observed and automated assessments of participant performance and subjective assessments of participant confidence. The participants completed the pretest, posttest, and maintenance probes each week over the course of 3 weeks. Results: A mixed ANOVA revealed significant main effects of time (F2,27=124.154; P
Author supplied keywords
Cite
CITATION STYLE
King, S., Boyer, J., Bell, T., & Estapa, A. (2022). An Automated Virtual Reality Training System for Teacher-Student Interaction: A Randomized Controlled Trial. JMIR Serious Games, 10(4). https://doi.org/10.2196/41097
Register to see more suggestions
Mendeley helps you to discover research relevant for your work.