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Emotional Design in Virtual Reality for Preclinical Dental Training
Emotional Design in Virtual Reality for Preclinical Dental Training
Emotional Design in Virtual Reality for Preclinical Dental Training

상세정보

자료유형  
 학위논문 서양
최종처리일시  
20250211151015
ISBN  
9798382765761
DDC  
371
저자명  
Brenner, Corinne.
서명/저자  
Emotional Design in Virtual Reality for Preclinical Dental Training
발행사항  
[Sl] : New York University, 2024
발행사항  
Ann Arbor : ProQuest Dissertations & Theses, 2024
형태사항  
209 p
주기사항  
Source: Dissertations Abstracts International, Volume: 85-11, Section: B.
주기사항  
Advisor: Plass, Jan L.
학위논문주기  
Thesis (Ph.D.)--New York University, 2024.
초록/해제  
요약Virtual reality is a promising new tool for preclinical training in the health sciences, but the appearance of virtual patients, and the extent to which the eeriness of virtual patients impacts learning outcomes, is an under-examined design feature. This study applies principles of Emotional Design to investigate how the visual design of virtual patients impacts learning outcomes for preclinical dental students. Participants were dental students using a virtual reality module to learn to perform the inferior alveolar nerve block, an anesthetic injection, as part of a course requirement. Participants completed the training on one of two virtual patients: a previously designed patient lacking details like hair (Condition 1), and a redesigned virtual patient judged to appear less eerie in pretests (Condition 2). While average ratings of eeriness did not differ between conditions, participants in Condition 1 were less satisfied with how true-to-life the virtual patient appeared. Results revealed that after accounting for eeriness ratings, participants in Condition 1 reported more negative emotional valence after the training, higher extraneous cognitive load, and improved scores on the comprehension test compared to participants in Condition 2. Participants in both conditions made more errors in the assessment mode of the module when they rated the patient as more eerie. Physiological data and interviews with course TAs who administered the training add context to these findings. The impact of visual design is interpreted through the lenses of the Cognitive Theory of Multimedia Learning and Integrative Model of Emotion in Game-based Learning, and drive recommendations for the design of similar educational virtual reality content.
일반주제명  
Educational technology
일반주제명  
Educational philosophy
일반주제명  
Dentistry
일반주제명  
Health education
키워드  
Emotional design
키워드  
Inferior alveolar nerve block
키워드  
Game-based learning
키워드  
Preclinical education
키워드  
Virtual reality
기타저자  
New York University Administration Leadership and Technology
기본자료저록  
Dissertations Abstracts International. 85-11B.
전자적 위치 및 접속  
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■1001  ▼aBrenner,  Corinne.
■24510▼aEmotional  Design  in  Virtual  Reality  for  Preclinical  Dental  Training
■260    ▼a[Sl]▼bNew  York  University▼c2024
■260  1▼aAnn  Arbor▼bProQuest  Dissertations  &  Theses▼c2024
■300    ▼a209  p
■500    ▼aSource:  Dissertations  Abstracts  International,  Volume:  85-11,  Section:  B.
■500    ▼aAdvisor:  Plass,  Jan  L.
■5021  ▼aThesis  (Ph.D.)--New  York  University,  2024.
■520    ▼aVirtual  reality  is  a  promising  new  tool  for  preclinical  training  in  the  health  sciences,  but  the  appearance  of  virtual  patients,  and  the  extent  to  which  the  eeriness  of  virtual  patients  impacts  learning  outcomes,  is  an  under-examined  design  feature.  This  study  applies  principles  of  Emotional  Design  to  investigate  how  the  visual  design  of  virtual  patients  impacts  learning  outcomes  for  preclinical  dental  students.  Participants  were  dental  students  using  a  virtual  reality  module  to  learn  to  perform  the  inferior  alveolar  nerve  block,  an  anesthetic  injection,  as  part  of  a  course  requirement.  Participants  completed  the  training  on  one  of  two  virtual  patients:  a  previously  designed  patient  lacking  details  like  hair  (Condition  1),  and  a  redesigned  virtual  patient  judged  to  appear  less  eerie  in  pretests  (Condition  2).  While  average  ratings  of  eeriness  did  not  differ  between  conditions,  participants  in  Condition  1  were  less  satisfied  with  how  true-to-life  the  virtual  patient  appeared.  Results  revealed  that  after  accounting  for  eeriness  ratings,  participants  in  Condition  1  reported  more  negative  emotional  valence  after  the  training,  higher  extraneous  cognitive  load,  and  improved  scores  on  the  comprehension  test  compared  to  participants  in  Condition  2.  Participants  in  both  conditions  made  more  errors  in  the  assessment  mode  of  the  module  when  they  rated  the  patient  as  more  eerie.  Physiological  data  and  interviews  with  course  TAs  who  administered  the  training  add  context  to  these  findings.  The  impact  of  visual  design  is  interpreted  through  the  lenses  of  the  Cognitive  Theory  of  Multimedia  Learning  and  Integrative  Model  of  Emotion  in  Game-based  Learning,  and  drive  recommendations  for  the  design  of  similar  educational  virtual  reality  content.
■590    ▼aSchool  code:  0146.
■650  4▼aEducational  technology
■650  4▼aEducational  philosophy
■650  4▼aDentistry
■650  4▼aHealth  education
■653    ▼aEmotional  design
■653    ▼aInferior  alveolar  nerve  block
■653    ▼aGame-based  learning
■653    ▼aPreclinical  education
■653    ▼aVirtual  reality
■690    ▼a0710
■690    ▼a0998
■690    ▼a0567
■690    ▼a0680
■71020▼aNew  York  University▼bAdministration,  Leadership,  and  Technology.
■7730  ▼tDissertations  Abstracts  International▼g85-11B.
■790    ▼a0146
■791    ▼aPh.D.
■792    ▼a2024
■793    ▼aEnglish
■85640▼uhttp://www.riss.kr/pdu/ddodLink.do?id=T17160414▼nKERIS▼z이  자료의  원문은  한국교육학술정보원에서  제공합니다.

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