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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Teaching Staff Interview
Interviews were conducted with the teaching staff after the in-class implementation
Results
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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.
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Qualitative Data
We collected evaluation from students and teaching staff through focus groups and interviews.
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