Technology Acceptance / Learning Assessment / Vaping Prevention

2020 Educators in VR International Summit


Session: Technology Acceptance / Learning Assessment / Vaping Prevention

2020 Educators in VR International Summit brings together educators, learners, researchers, and experts in VR, AR, and XR to share their passion for integrating immersive technology in education.

First Presentation

Track: Research

Technology Acceptance and Learning Process

Victoria Bolotina, Instructional designer, VR researcher, Edu-Notes

Public speaking skills are important skills for university students. However, practising these skills can be associated with fear and time issues. Thus, the VR training for practising oral presentations can be a solution, where students can practise in a safe environment. The implementation of any new technology depends on users’ acceptance of the technology. There is a wide range of research aimed to understand technology acceptance. Nevertheless, only a few of them conducted in the educational context. Moreover, none of the studies included the actual progress in improving skills as a possible determinant of behavioural intention. This study aimed to investigate the relations between progress and technology acceptance using the UTAUT model, as well as the relations between constructs within this model and moderation effect of gender and progress on these relations. The results of the study showed significant positive progress in improving oral presentations and its significant association with the behavioural intention. Progress also correlated significantly with effort expectancy. However, progress did not moderate any studied relations. Effort expectancy was only one construct that correlated significantly with behavioural intention. The effect of performance expectancy was moderated by gender, but the effect of effort expectancy was not.

Victoria Bolotina is an instructional designer, speaker and learning consultant. Her passion is creating educational programs with the usage of (new) technologies and analysing how to use technologies wisely. Last year she finished Master's in Educational Science and Technology at the University of Twente (The Netherlands). For the master's dissertation, she researched using VR technology in education, namely, how learners perceive this technology and what the relationship between technology acceptance and learning progress are. Victoria also did a project related to implementing, supporting and using VR training for practising public speaking skills for university students.

Second Presentation

Track: Research

Assessment of Learning Activities in VR

Evelien Ydo, master student, Serious VR & University of Twente

"Even though we have been trying to assess student learning outcomes, it is still very difficult to measure them accurately. With virtual reality emerging in education, the question arises; how do we assess VR learning activities? Evelien Ydo will shed some light on the current state of affairs, discuss the pro's and con's and the points of interests when choosing a way of assessing a VR learning activity for academic and vocational education.

Evelien Ydo is a psychologist with a special interest in learning, communication and technology. Currently, she is finishing her masters in educational science and technology by doing research about assessment in VR training. She also worked on a project on training presentation skills and providing feedback in VR. Evelien is very passionate about empowering people through education and how technology can help do that.

Check out the Educators in VR International Summit schedule on our Educators in VR site and mark Interested on upcoming presentations on our AltspaceVR Educators in VR Channel. We have events in AltspaceVR, ENGAGE, rumii, Mozilla Hubs, and Somnium Space. Join the conversation on our Discord Channel, on our @educatorsvr Twitter with hashtags #2020edinvr #edinvr #educatorsinvr, or in our Facebook group.

ASVR; 2201633 - RE02 + RE12

Recording Disclaimer: By entering this event, you hereby irrevocably grant AltspaceVR and Microsoft and its affiliates, agents, and licensees, the right, but not the obligation, to photograph and record your avatar, likeness, voice, and/or username and to own, license, assign, and use the same (or any portion) in the production, exhibition, and promotion of the event, AltspaceVR or other Microsoft products and services without compensation, in any media and on any platform now known or hereafter devised (including the Internet) throughout the universe in perpetuity.  You waive the right to bring action of any kind in law or equity against Microsoft.
If you wish to not be recorded, simply leave the event. (But we hope you’ll stay!)