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Evaluation

Qualitative and quantitative analyses were used to assess the impact of the learning package. Post-game questionnaire completed by students from the in-class implementation based on user experience satisfaction, training effectiveness and general learning outcomes. Students from the voluntary implementation also completed a survey on self-perceived communication skills before and after the game. Focus group interviews are conducted after the implementations for students and staff. 

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Focus Group

 

Focus group interviews are conducted in the voluntary implementation sessions. Participants give comments and suggestions based on their experience on the VR package.

Questionnaire

 

Students participated in a survey that focused on their user experience satisfaction, the effectiveness of the learning package, and their overall learning outcomes.

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Job interview

Teaching Staff Interview

 

Interviews were conducted with the teaching staff after the in-class implementation

Results

There were 95 participants in the in-class implementation and 17 participants in the voluntary implementation. 6 teaching staffs participated in the in-class implementation. All participants are university students from EdUHK studying in various courses.

For in-class implementation, we have asked students about their perceived effectiveness of the package and user experience.

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We have administered a self-report active listening scale before and after the out-of-class implementation. Students (n = 17) showed a slight improvement in their active listening skills after participating in the learning scenarios. The table below demonstrates the mean scores of active listening skills before and after the implementation.

Qualitative Data

We collected evaluation from students and teaching staff through focus groups and interviews.

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