We are currently experiencing intermittent issues impacting performance. We apologize for the inconvenience.
By Topic

Age and technology: Adult learning performance in desktop virtual reality environments

Sign In

Cookies must be enabled to login.After enabling cookies , please use refresh or reload or ctrl+f5 on the browser for the login options.

Formats Non-Member Member
$31 $13
Learn how you can qualify for the best price for this item!
Become an IEEE Member or Subscribe to
IEEE Xplore for exclusive pricing!
close button

puzzle piece

IEEE membership options for an individual and IEEE Xplore subscriptions for an organization offer the most affordable access to essential journal articles, conference papers, standards, eBooks, and eLearning courses.

Learn more about:

IEEE membership

IEEE Xplore subscriptions

3 Author(s)
Steele, D. ; Coll. of Appl. Sci. & Technol., Univ. of Arkansas, Fort Smith, AR, USA ; Fulbright, S. ; Nichols, A.N.

The research project was conducted by the University of Arkansas Fort Smith (UAFS) and the Occupational Education virtual reality research team at Oklahoma State University with the purpose of the learning effects of desktop virtual reality (VR) in college and technical training. Participants were from the UAFS two year surgical Technicians program and students from a career tech center. The paper presents findings from a five-year program of research on desktop virtual reality (VR) in college and technical education and describes what the research team has discovered to be important factors in its successful implementation. It defines desktop VR, outlines theoretical and empirical foundations for desktop VR research, summarizes important findings from research on desktop VR in technical education, and draws conclusions regarding implementation and further research in this field.

Published in:

Frontiers in Education Conference (FIE), 2010 IEEE

Date of Conference:

27-30 Oct. 2010