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An Automated Virtual Reality Training System for Teacher-Student Interaction: A Randomized Controlled Trial
Seth King1, Joseph Boyer2, Tyler Bell2
1Department of Teaching and Learning, College of Education, University of Iowa, Iowa City, IA, United States.
JMIR Serious Games
|December 8, 2022
Summary
Artificial intelligence-augmented virtual reality (VR) training effectively improved a nondirective mathematical questioning strategy. This automated simulation enhanced skills with limited instructor management, showing significant improvements in performance and confidence.
Area of Science:
- Educational Technology
- Artificial Intelligence in Education
- Virtual Reality Training
Background:
- Supervision shortages and resource limitations hinder effective practice rehearsal for education personnel.
- Interactive simulations often require instructor management, while automated ones lack engagement in practice skills like speech.
- Developing scalable, effective training methods is crucial for educators.
Purpose of the Study:
- To evaluate the efficacy of automated virtual reality (VR) simulations powered by artificial intelligence (AI) for behavioral skills training.
- To assess the improvement in implementing a nondirective mathematical questioning strategy using AI-driven VR.
- To determine if AI-augmented VR can provide effective training with reduced instructor oversight.
Main Methods:
- 30 college-aged participants were randomly assigned to an intervention group (lecture, modeling, VR) or a control group (lecture, modeling only).
- Participants were trained on a nondirective mathematical questioning strategy for correct and incorrect answers.
- Performance was assessed using observed and automated measures, alongside subjective confidence ratings over three weeks, with VR used for assessments in both groups.
Main Results:
- The intervention group showed significantly higher posttest (88% vs 63.33%) and maintenance (83.33% vs 54.67%) scores in the questioning procedure compared to the control group.
- Participants in the AI-augmented VR group reported higher confidence levels (mean 2.41 vs 2.04).
- Statistical analyses confirmed significant main effects of time and treatment, and an interaction effect, highlighting the intervention's impact.
Conclusions:
- AI-augmented VR simulations show potential for delivering effective, evidence-based behavioral skills training with minimal instructor involvement.
- This technology can improve the implementation of specific educational strategies, such as nondirective mathematical questioning.
- Further research is needed to confirm the impact on authentic practice and expand the range of trainable skills.
Keywords:
artificial intelligencebehavioral skills trainingeducationmathematicsprofessional developmentstaff trainingvirtual reality
