2021
DOI: 10.1080/23752696.2021.1951615
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Perceptions of the use of virtual reality games for chemical engineering education and professional training

Abstract: 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 professiona… Show more

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Cited by 34 publications
(22 citation statements)
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“…They have shown themselves most clearly in the field of professional training of specialists in various industries (engineering specialties, workers in chemical, mechanical engineering, transport, mining, etc. ), where trainees need a large amount of practical and laboratory classes to develop the required level of competencies (Hu-Au and Lee 2017 ; Likitweerawong and Palee 2018 ; Udeozor et al 2021 ). Under the conditions of pandemic restrictions, it was not possible to provide the necessary conditions for conducting such a form of training (Goh and Sandars 2020 ).…”
Section: Introductionmentioning
confidence: 99%
“…They have shown themselves most clearly in the field of professional training of specialists in various industries (engineering specialties, workers in chemical, mechanical engineering, transport, mining, etc. ), where trainees need a large amount of practical and laboratory classes to develop the required level of competencies (Hu-Au and Lee 2017 ; Likitweerawong and Palee 2018 ; Udeozor et al 2021 ). Under the conditions of pandemic restrictions, it was not possible to provide the necessary conditions for conducting such a form of training (Goh and Sandars 2020 ).…”
Section: Introductionmentioning
confidence: 99%
“…The growing interest in DGBL has led to several studies investigating the perceptions of students towards games for learning. The outcomes of these studies have generally been positive, with the majority of students agreeing that games enhance learning (Bolliger et al, 2015;Sevim-Cirak & Yıldırım, 2020;Thanasi-Boc¸e, 2020;Udeozor, Toyoda, et al, 2021). Yue and Tze (2015) found that 58% of university students who took part in the study agreed or strongly agreed that digital games are viable teaching tools for improving learning experiences.…”
Section: Perceptions and Performance Of Students In Digital Game-base...mentioning
confidence: 98%
“…81% of the 222 participants who took part in the study by Bolliger et al (2015) agreed that games offer the opportunity to experiment with knowledge, with only 11 out of 175 responders reporting not seeing any pedagogical advantage of digital games for English language learning. A recent study with engineering students showed that students believe that digital games would be effective for engineering education and that students were willing to adopt games for learning (Udeozor, Toyoda, et al, 2021). These outcomes are not particular to students in higher education alone.…”
Section: Perceptions and Performance Of Students In Digital Game-based Learningmentioning
confidence: 99%
“…Udeozor et al conducted a study to present and contrast the perceptions of chemical engineering students and chemical engineering professionals toward immersive virtual realitybased games for education. 55 The study included 27 chemical engineering students and 89 professionals from the industry. Behavior intention to use VR was higher for professionals than students.…”
Section: Vr Applications In Chemical Safetymentioning
confidence: 99%