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Accepted for/Published in: JMIR Serious Games

Date Submitted: Jul 28, 2022
Date Accepted: Nov 2, 2022

The final, peer-reviewed published version of this preprint can be found here:

An Automated Virtual Reality Training System for Teacher-Student Interaction: A Randomized Controlled Trial

King S, Boyer J, Bell T, Estapa A

An Automated Virtual Reality Training System for Teacher-Student Interaction: A Randomized Controlled Trial

JMIR Serious Games 2022;10(4):e41097

DOI: 10.2196/41097

PMID: 36480248

PMCID: 9782373

An Automated Virtual Reality Training System for Teacher-Student Interaction: A Randomized Controlled Trial

  • Seth King; 
  • Joseph Boyer; 
  • Tyler Bell; 
  • Anne Estapa

ABSTRACT

Background:

Shortages in qualified supervision and other resources prevent education personnel from rehearsing effective practices. Interactive simulations, though increasingly employed in education, frequently require instructor management. Automated simulations rarely engage trainees in skills related to practice (e.g., speech).

Objective:

We evaluated the capability of delivering behavioral skills training through a virtual reality (VR) simulation utilizing artificial intelligence (AI) to improve the use of a nondirective mathematical questioning strategy.

Methods:

We recruited and randomly assigned 30 college-aged participants into treatment (i.e., lecture, modeling, VR) and control groups (i.e., lecture and modeling only). Lessons concerned the use of a nondirective mathematical questioning strategy in instances where a simulated student provided correct or incorrect answers to word problems. Measures included observed and automated assessments of participant performance and subjective assessments of participant confidence. Participants completed pre-test, post-test, and maintenance probes each week over the course of three weeks.

Results:

A mixed ANOVA revealed significant main effects of time (F[2,27]=124.154, P < .001, ηp2 = 0.816) and treatment (F[1,28]=19.281, P < .001, ηp2 = 0.408), as well as an interaction effect (F[2,28]=8.429, P < 0.001, ηp2 = 0.231) for the average percentage of steps in the questioning procedure. Post-test scores for the intervention group (M = 88%, SD = 22.62) exceeded control group performance (M = 63.33%, SD = 22.64), with t[28] = 3.653, P < .001, d = 1.334. Maintenance scores indicated a positive effect of intervention (M = 83.33%, SD = 24.40) relative to control (M = 54.67%, SD = 15.98), t[28] = 3.807, P < .001, d = 1.39. A Mann-Whitney U test indicated the treatment groups’ self-ratings of confidence (M = 2.41, SD =.51) were higher than those of the control group (M = 2.04, SD =.52), U = 64, P = .043, r = .137).

Conclusions:

Results demonstrate the potential of AI-augmented VR to deliver effective, evidence-based training with limited instructor management. Additional work is needed to demonstrate the cascading effect of training on authentic practice and encompass a wider range of skills.


 Citation

Please cite as:

King S, Boyer J, Bell T, Estapa A

An Automated Virtual Reality Training System for Teacher-Student Interaction: A Randomized Controlled Trial

JMIR Serious Games 2022;10(4):e41097

DOI: 10.2196/41097

PMID: 36480248

PMCID: 9782373

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