Journal article Open Access

Assessing the emotional impact of Virtual Reality-based teacher training

Stavroulia Kalliopi Evangelia; Christofi Maria; Baka Evangelia; Michael-Grigoriou Despina; Magnenat-Thalmann Nadia; Lanitis Andreas


MARC21 XML Export

<?xml version='1.0' encoding='UTF-8'?>
<record xmlns="http://www.loc.gov/MARC21/slim">
  <leader>00000nam##2200000uu#4500</leader>
  <datafield tag="041" ind1=" " ind2=" ">
    <subfield code="a">eng</subfield>
  </datafield>
  <datafield tag="653" ind1=" " ind2=" ">
    <subfield code="a">Virtual Reality</subfield>
  </datafield>
  <datafield tag="653" ind1=" " ind2=" ">
    <subfield code="a">teacher training</subfield>
  </datafield>
  <datafield tag="653" ind1=" " ind2=" ">
    <subfield code="a">emotions, moods</subfield>
  </datafield>
  <datafield tag="653" ind1=" " ind2=" ">
    <subfield code="a">teacher competencies</subfield>
  </datafield>
  <datafield tag="653" ind1=" " ind2=" ">
    <subfield code="a">substance use</subfield>
  </datafield>
  <controlfield tag="005">20200730125002.0</controlfield>
  <datafield tag="500" ind1=" " ind2=" ">
    <subfield code="a">This work has received funding from the European Union's Horizon 2020 Research and Innovation Programme under Grant Agreement No 739578 and under Grant Agreement No 692058 and the Government of the Republic of Cyprus through the Directorate General for European Programmes, Coordination and Development.</subfield>
  </datafield>
  <controlfield tag="001">3522889</controlfield>
  <datafield tag="700" ind1=" " ind2=" ">
    <subfield code="u">Cyprus University of Technology, Lemesos, Cyprus</subfield>
    <subfield code="0">(orcid)0000-0002-0948-5089</subfield>
    <subfield code="a">Christofi Maria</subfield>
  </datafield>
  <datafield tag="700" ind1=" " ind2=" ">
    <subfield code="u">Cyprus University of Technology, Lemesos, Cyprus</subfield>
    <subfield code="a">Baka Evangelia</subfield>
  </datafield>
  <datafield tag="700" ind1=" " ind2=" ">
    <subfield code="u">Cyprus University of Technology, Lemesos, Cyprus and RISE Research Centre on Interactive Media, Smart Systems and Emerging Technologies, Nicosia, Cyprus</subfield>
    <subfield code="0">(orcid)0000-0003-0824-7684</subfield>
    <subfield code="a">Michael-Grigoriou Despina</subfield>
  </datafield>
  <datafield tag="700" ind1=" " ind2=" ">
    <subfield code="u">Universite de Geneve, Geneva, Switzerland</subfield>
    <subfield code="0">(orcid)0000-0002-1459-5960</subfield>
    <subfield code="a">Magnenat-Thalmann Nadia</subfield>
  </datafield>
  <datafield tag="700" ind1=" " ind2=" ">
    <subfield code="u">Cyprus University of Technology, Lemesos, Cyprus and RISE Research Centre on Interactive Media, Smart Systems and Emerging Technologies, Nicosia, Cyprus</subfield>
    <subfield code="0">(orcid)0000-0001-6841-8065</subfield>
    <subfield code="a">Lanitis Andreas</subfield>
  </datafield>
  <datafield tag="856" ind1="4" ind2=" ">
    <subfield code="s">1009708</subfield>
    <subfield code="z">md5:af7e85ef11cf53e892348b2dee9cf3bf</subfield>
    <subfield code="u">https://zenodo.org/record/3522889/files/IJILT2019-Stavroulia.pdf</subfield>
  </datafield>
  <datafield tag="542" ind1=" " ind2=" ">
    <subfield code="l">open</subfield>
  </datafield>
  <datafield tag="260" ind1=" " ind2=" ">
    <subfield code="c">2019-06-03</subfield>
  </datafield>
  <datafield tag="909" ind1="C" ind2="O">
    <subfield code="p">openaire</subfield>
    <subfield code="p">user-rise-teaming-cyprus</subfield>
    <subfield code="o">oai:zenodo.org:3522889</subfield>
  </datafield>
  <datafield tag="909" ind1="C" ind2="4">
    <subfield code="c">192-217</subfield>
    <subfield code="n">3</subfield>
    <subfield code="p">International Journal of Information and Learning Technology</subfield>
    <subfield code="v">36</subfield>
  </datafield>
  <datafield tag="100" ind1=" " ind2=" ">
    <subfield code="u">Cyprus University of Technology, Lemesos, Cyprus</subfield>
    <subfield code="0">(orcid)0000-0002-7326-8767</subfield>
    <subfield code="a">Stavroulia Kalliopi Evangelia</subfield>
  </datafield>
  <datafield tag="245" ind1=" " ind2=" ">
    <subfield code="a">Assessing the emotional impact of Virtual Reality-based teacher training</subfield>
  </datafield>
  <datafield tag="980" ind1=" " ind2=" ">
    <subfield code="a">user-rise-teaming-cyprus</subfield>
  </datafield>
  <datafield tag="536" ind1=" " ind2=" ">
    <subfield code="c">692058</subfield>
    <subfield code="a">Network for sOcial compuTing REsearch (NOTRE)</subfield>
  </datafield>
  <datafield tag="536" ind1=" " ind2=" ">
    <subfield code="c">739578</subfield>
    <subfield code="a">Research Center on Interactive Media, Smart System and Emerging Technologies</subfield>
  </datafield>
  <datafield tag="540" ind1=" " ind2=" ">
    <subfield code="u">https://creativecommons.org/licenses/by-nc-nd/4.0/legalcode</subfield>
    <subfield code="a">Creative Commons Attribution Non Commercial No Derivatives 4.0 International</subfield>
  </datafield>
  <datafield tag="650" ind1="1" ind2="7">
    <subfield code="a">cc-by</subfield>
    <subfield code="2">opendefinition.org</subfield>
  </datafield>
  <datafield tag="520" ind1=" " ind2=" ">
    <subfield code="a">&lt;p&gt;This paper proposes the use of a Virtual Reality (VR) based approach to improve teacher education and life-long professional development. Through constant training in real-life based situations but within a safe three-dimensional virtual school environment, teachers are given the opportunity to experience and learn how to react to different types of incidents that may take place in a school environment. The current paper presents the design cycle that was followed for the implementation of the VR teacher training system. The effectiveness of the proposed approach is demonstrated with a case study that aimed to promote teachers&amp;rsquo; understanding of student&amp;rsquo;s problematic situations related to substance use. As part of the experimental investigation the impact of the VR system on participants&amp;rsquo; emotions and mood states is evaluated through EEG measurements, heart rate recordings and self-reported data. Results indicate significant changes to participant&amp;rsquo;s negative emotional and mood states, suggesting that the scenario and the VR experience had a strong impact on them.&lt;/p&gt;</subfield>
  </datafield>
  <datafield tag="773" ind1=" " ind2=" ">
    <subfield code="n">doi</subfield>
    <subfield code="i">isVersionOf</subfield>
    <subfield code="a">10.5281/zenodo.3522888</subfield>
  </datafield>
  <datafield tag="024" ind1=" " ind2=" ">
    <subfield code="a">10.5281/zenodo.3522889</subfield>
    <subfield code="2">doi</subfield>
  </datafield>
  <datafield tag="980" ind1=" " ind2=" ">
    <subfield code="a">publication</subfield>
    <subfield code="b">article</subfield>
  </datafield>
</record>
27
43
views
downloads
All versions This version
Views 2727
Downloads 4343
Data volume 43.4 MB43.4 MB
Unique views 2626
Unique downloads 3939

Share

Cite as