Mejora de la experiencia de formación y aprendizaje en intralogística: Comparación entre un enfoque basado en la RV y otro basado en el papel

Different learning theories encourage different kinds of learning approaches. Following constructivist theories, learning experiences should be realistic in order to facilitate learning. Virtual Reality (VR) serious games could be a realistic learning approach without the challenges of the real situ...

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Detalles Bibliográficos
Autores: Kolarik, Stella, Schlüter, Christoph, Ziolkowski, Katharina
Tipo de recurso: artículo
Fecha de publicación:2024
País:España
Institución:Universidad de Salamanca (USAL)
Repositorio:GREDOS. Repositorio Institucional de la Universidad de Salamanca
OAI Identifier:oai:gredos.usal.es:10366/160190
Acceso en línea:http://hdl.handle.net/10366/160190
Access Level:acceso abierto
Palabra clave:HCI
virtual reality
vocational training
serious games
intralogistics
interactive learning environments
interacción persona-ordenador
realidad virtual
formación profesional
juegos serios
intralogística
entornos de aprendizaje interactivos
Descripción
Sumario:Different learning theories encourage different kinds of learning approaches. Following constructivist theories, learning experiences should be realistic in order to facilitate learning. Virtual Reality (VR) serious games could be a realistic learning approach without the challenges of the real situation. The serious game InGo allows a user to learn the intralogistics process of receiving goods. In this work we explore whether learning in VR is more effective concerning learning success and learning experience than traditional learning approaches. No significant difference between the two approaches concerning learning success is found. However, other factors that have a long term effect on learning, such as intrinsic motivation, flow and mood, are significantly higher for the VR approach. Thus, our research fits with past research which indicated the high potential of VR based learnig and educational games. This work encourages future research to compare VR based and traditional learning approaches in the long term.