Virtual reality (VR) has clear potential for improving simulation training in many industries. Yet, methods for testing the fidelity, validity and training efficacy of VR environments are, in general, lagging behind their adoption. There is limited understanding of how readily skills learned in VR will transfer, and what features of training design will facilitate effective transfer. Two potentially important elements are the psychological fidelity of the environment, and the stimulus correspondence with the transfer context. In this study, we examined the effectiveness of VR for training police room searching procedures, and assessed the corresponding development of perceptual-cognitive skill through eye-tracking indices of search efficiency. Participants (n = 54) were assigned to a VR rule-learning and search training task (FTG), a search only training task (SG) or a no-practice control group (CG). Both FTG and SG developed more efficient search behaviours during the training task, as indexed by increases in saccade size and reductions in search rate. The FTG performed marginally better than the CG on a novel VR transfer test, but no better than the SG. More efficient gaze behaviours learned during training were not, however, evident during the transfer test. These findings demonstrate how VR can be used to develop perceptual-cognitive skills, but also highlight the challenges of achieving transfer of training.
Virtual reality (VR) has clear potential for improving simulation training in many industries. Yet, methods for testing the fidelity, validity and training efficacy of VR environments is, in general, lagging behind their adoption. In this study we examined the effectiveness of VR for training Police room searching procedures, and assessed the corresponding development of perceptual-cognitive expertise through eye-tracking indices of search efficiency. Participants (n=54) were assigned to a VR rule-learning and search training game, a search only training game or a no-practice control group. The VR search training group developed more efficient search behaviours (indexed by saccade size, search rate and gaze entropy) and performed better than controls on a novel transfer test. Efficient gaze behaviours learned during training were not, however, evident during the transfer test. These findings demonstrate how VR can be used to develop perceptual-cognitive skills, but also highlight the challenges of achieving transfer of training.
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