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Çakiroğlu y Gökoğlu - 2019 - A Design Model For Using Virtual Reality in Behavi
Çakiroğlu y Gökoğlu - 2019 - A Design Model For Using Virtual Reality in Behavi
Çakiroğlu y Gökoğlu - 2019 - A Design Model For Using Virtual Reality in Behavi
Abstract
This study suggests a design model for developing virtual reality (VR)-based learning
environments which can be used for basic behavioral skills training. VR-Based Fire
Safety Training Environment (VR-FST) was designed considering the principles of the
persuasive technology. Following the suggested model, VR-FST was setup by integrat-
ing head-mounted display and joysticks on the Second Life. Evaluations through
participants’ perspectives indicated that the VR-FST environment designed through
the proposed model framework can provide high presence and the participants who
use the environment perceived the VR-FST as realistic. The results indicate that the
learning environments based on the VR-FST model can improve fire safety behavioral
skills. It is thought that behavioral skills including danger can be safely delivered by
employing the behavioral skills training approach, especially for young children.
Current limitations and future refinements as well as suggestions for practitioners
and researchers are also included.
Keywords
behavioral skills training, virtual reality, persuasive technology, presence, design
model
1
Department of Computer Education and Instructional Technology, Fatih Faculty of Education, Trabzon
University, Trabzon, Turkey
2
Department of Computer Technologies, Cide Rıfat Ilgaz Vocational School, Kastamonu University,
Kastamonu, Turkey
Corresponding Author:
Ünal Çakiroğlu, Department of Computer Education and Instructional Technology, Fatih Faculty of
Education, Trabzon University, Söğütlü, Akçaabat, Trabzon 61335, Turkey.
Email: cakiroglu@ktu.edu.tr
2 Journal of Educational Computing Research 0(0)
Introduction
The advent of virtual reality (VR) technology in the recent decade has driven the
growth of its use in various educational contexts of the institutes over the world.
As pedagogical approaches for learning-centered education continue to spread
around the world, innovative technological approaches that offer more experi-
ential learning opportunities are increasingly gaining value (The New Media
Consortium, 2017). One of the approaches emerged in this direction is VR.
VR is defined as computer-generated three-dimensional (3D) simulations of a
real world in which users can sense and interact this simulation environment
with the special devices worn on their body (Ausburn & Ausburn, 2004; Chuah,
Chen, & Teh, 2008; Freina & Ott, 2015; Negut, Matu, Sava, & David, 2016;
Serrano, Baños, & Botella, 2016). Visuals in VR environments can be presented
as a dynamic reflection of the objects in the real world and can be controlled
with various devices (Stull, 2009).
Two types of VR approaches are generally used as the reflection of the real
world in the training processes: immersive VR and nonimmersive VR. The con-
cept of immersive is stated as the experience of sense of being in a context of a
task without being conscious of the time as if it were in the real world (Bailenson
et al., 2008). Nonimmersive or desktop VR is defined as 3D visuals created with
multimedia tools on the computers and can be explored interactively using typ-
ical input devices such as monitor, keyboard, or mouse (Chen, Toh, & Fauzy,
2004; Gazit, Yair, & Chen, 2006). 3D games and simulations are basic examples
of nonimmersive VR. In the immersive VR approach, participants experience an
intense feeling about their location in the virtual environment (Adams, 2004)
and they feel psychologically as they are in this environment (Blascovich &
Bailenson, 2006). Room-sized 3D displays, CAVE and head-mounted displays
(HMDs) are the technologies used in virtual reality training implementations.
The sense of presence and immerse allow users to move around in the environ-
ment, feeling like they are part of the virtual environment (Passing, David, &
Eshel-Kedmi, 2016). Thus, high level of perceived reality and interactivity pro-
vided by the VR environments is important to create positive learning outcomes
in the training of different skills (Bulu, 2012; Huang, Liaw, & Lai, 2016;
Minocha & Reeves, 2010). In this respect, users can perceive the virtual envir-
onments as if they were in the real world and the systems for VR-based training
generally focus on to provide associations with the skills to be developed and
affordances of the systems.
training are somewhat limited in some areas for a variety of reasons such as time
problem (Roussou, 2004), physical accessibility (Detlefsen, 2014), ethical
problems (Liu, 2014), and especially life-threatening (Williams-Bell, Kapralos,
Hogue, Murphy, & Weckman, 2015). A wider lense of VR technology can
remedy some of the limitations in such contexts.
Researchers argue that VR is especially useful for educational scenarios
with life-threatening and inaccessible situations (Freina & Ott, 2015;
Stansfield, Shawver, Rogers, & Hightower, 1995). VR-based training enables
more meaningful and permanent learning of some information presented
only with written texts or simple models and motivates participants to apply
them repeatedly in a safe way for specific danger situations (Kinateder
et al., 2014). In this regard, it is promising to carry out skills development
training for emergency scenarios based on virtual reality (Smith & Ericson,
2009).
In skills training, a demonstration of desired behavior is provided first, and
then the similar behavior is expected to be exhibited by the trainees. This method
suffices to acquire most behavioral skills, but it is insufficient to acquire the skills
for situations that are life-threatening and have no opportunity to practice
repeatedly. In this kind of training for life-threatening situations, generally a
theoretical transfer of knowledge is provided rather than experiencing behav-
ioral skills (Chittaro & Ranon, 2009). Researchers also point out that the sense
of reality cannot be adequately experienced by the participants since sufficient
realistic practice environments cannot be created in the presentation-based train-
ing. In this case, it is not possible to learn when, where, and how to perform the
behaviors for the skills in the training. In this context, it can be considered that
the use of the VR approach can support the development of the behavioral skills
in the training for such situations. Hence, the level of perceived reality of
VR environments for skills training is in relation with nature of the behaviors
and reactions that users exhibit.
In the VR environments, it is important for the users to perceive the envir-
onment as realistic and to be more convinced that they are acting in the real
environment. Various perspectives based on the persuasiveness that the experi-
ences of the users are real.
Persuasiveness in VR Environments
By increasing the level of immersion of the VR environment, the presence can be
enhanced and the users can be convinced that they are in the environment. This
suggests a significant relationship between perceived reality level and persuasion
of the VR environment. In order to convince users that such systems are
expected to offer more real-life sensing experience, principles of persuasive tech-
nology (PT) have been put forward (Fogg, 2003).
4 Journal of Educational Computing Research 0(0)
- attitude change
- PDAs - motivation
- video games - change in worldview
- applications - adaptation
- VR
Figure 1. PT field.
Çakiroğlu and Gökoğlu 5
They can make it easier for people to VR for learning can be meant of enhancing,
do things by making things easier, motivating, and stimulating learners’
either by giving people shortcuts to understanding of certain events, especially
annoying processes or by reminding those for which the traditional notion of
them that it is time to exercise. instructional learning has proven inappro-
priate or difficult.
They can provide an experience, VR offers the possibility to recreate the real
allowing people to explore the world as it is or to create completely new
cause-and-effect relationships. worlds, providing experiences that can help
people in understanding concepts as well as
learning to perform specific tasks, where
the task can be repeated as often as
required and in a safe environment.
They can create relationships, either Relationship with VRs as an educational tool,
with other people or with the or any other media immersion should allow
program. a student to actively become part of
learning and reviewing process.
Process Tasks
Awareness of problem Factors that affect the participants’ efficiently sharing of infor-
mation and identification of student needs are detected.
Suggestion The first prototype is designed in line with the needs of the
participants and the organization.
Development Prototypes are designed and developed according to the level
of knowledge of the participants before the final solution is
established and put into practice.
Evaluation The effectiveness of the proposed solution is measured with a
case study design.
Conclusion The results of the research are presented.
AWARENESS OF PROBLEM
Identify current learning method
SUGGESTION
Storyboarding
DEVELOPMENT
Virtual Environment Authoring
Authoring
Scene definition
Pre-
Object modeling
Optional database conversation
Virtual environment authoring
Authoring
Add interactivity
Package application
Authoring
EVALUATION
Expert and User Evaluation
CONCLUSION
Final specific research result
8) Expand on success
In one of the VR implementations, Park et al. (2011) applied the social skills
training approach in a VR-based form in order to acquire various social skills
for mentally handicapped individuals. As a result of the hypothesis that the VR
can be used in rehabilitation studies, it has emerged that the individuals using
VR technology show more improvement than those using the traditional method
in the context of social skills such as communication and initiative. The research
indicated that the traditional social skills training can be used to scaffold the
account of the advantages of VR to increase motivation and to spread the
acquired skills. In another study, Ip et al. (2018) in the process of teaching
emotional control and relaxation strategies for various social situations exam-
ined the effect of VR on the development of emotional and social adjustment
skills of individuals with autism. As a result, VR-based skill training was found
to improve the positive emotional control, emotional expression, and social–
emotional interaction skills of children with autism.
VR is also used to teach procedural knowledge in the field of surgical edu-
cation and to develop hand skills. With VR-based surgical training systems,
surgeons can improve their hand skill levels and learn various procedures
before practicing on patients (Aggarwal et al., 2007; Kühnapfel, Çakmak, &
Maaß, 2000; Larsen et al., 2009). In another study, VR is also used to gain
the correct behavioral skills in a safe and controlled environment to the
miners. The research carried out in this direction reveals that the VR can be
used in the field of mining to gain a variety of behavioral skills in control of
explosive work area, removal of old explosives, measurement of methane level,
adjustment of retaining belts, and preparation of explosives (Grabowski &
Jankowski, 2015).
One of the important areas of the use of VR technology in the context of skills
training is fire safety. Various VR-based simulators have been designed in order
to teach the correct behavioral skills for fire safety (Cha, Han, Lee, & Choi,
2012; DeChamplain et al., 2012; Julien & Shaw, 2003; Smith & Ericson, 2009;
Xu, Lu, Guan, Chen, & Ren, 2014). In a VR-based fire safety simulator devel-
oped by Julien and Shaw (2003), users can navigate through the environment,
view a fire house from different angles, navigate firefighters, monitor realization
of given commands, and monitor realistic fire and smoke movements actions.
With the simulators, firefighters tried to gain the necessary orientation skills in
order to be able to extinguish the flames in a way that would cause the fire-
fighters and the fire house the least damage in the event of a fire. DeChamplain
et al. (2012) have developed a highly interactive game-based ‘‘Blaze’’ application
to increase awareness of home fires. With this application, participants are able
to experience problem-solving skills in a realistic environment and under stress
without exposure to such dangerous situations. In another study, Smith and
Ericson (2009) have used the immersive VR to learn about children’s fire hazards
and try to improve their escape skills. Using CAVE technology, the applications
were firstly carried out for children to identify home fire hazards in a simulated
Çakiroğlu and Gökoğlu 9
virtual environment and then to move away from the environment safely.
Cha et al. (2012) found that VR-based simulators contributed to develop
skills for fire safety knowledge and skill levels of inexperienced firefighters in
firefighting activities such as evacuation and rescue in highway tunnels. In
another research, Xu et al. (2014) modeled a metro station and elementary
school based on smoke hazard on the basis of VR. In the developed environ-
ment, training was provided on how to reliably provide users with safe ways to
escape and evacuate. The results showed that such VR-based simulators
are useful to learn the evacuation and rescue procedures of individuals and
firefighters in a fire.
training for children is generally carried out by school teachers with colorful
brochures, videos, and presentations but not sufficiently effective (Carroll,
Miltenberger, & O’Neill, 1992). Studies show that children trained in this way
cannot keep themselves safe enough in a real danger (Beck & Miltenberber 2009;
Himle, Miltenberger, Flessner, & Gatheridge, 2004). Hence, the given training
and events do not go beyond the theoretical presentations and simple exercises
where the participants are usually audience. Considering these trainings as insuf-
ficient to gain the relevant security skills, a fire safety training platform with safe,
realistic, low cost, and repeatable features is found necessary to establish.
Find what is preventing the target behavior. Fire drills are held regularly every
year in schools by fire departments. In these drills, first, what to do in case of a
real fire is explained theoretically and then practical training is carried out. The
practice generally begins with the fire alarm, evacuation of the building, anima-
tion of the representative rescue scenario, and extinguishing a representative fire
by firefighters. After the fire drills, it is assumed that the children have acquired
the relevant skills; however, the children often cannot exhibit the skills. The
reasons for not exhibiting the behaviors that are focused at this stage in the
working design are generally neglected. With lack of the behavioral skills, chil-
dren are often vulnerable during the fire and await help from adults and spe-
cialists. In fact, help and intervention may sometimes be delayed and sometimes
they are impossible. Increasing the knowledge, skills, and experience of children
in protecting them from fire safety and fire protection will be beneficial in pre-
venting negative results. Thus, it is thought that these once-yearly and more
Çakiroğlu and Gökoğlu 11
Suggestion. At this stage, storyboards were prepared in which the design of the
learning environment to be developed in the research process and the fire safety
training to be given over this environment are characterized. On the storyboards,
participants’ and instructors’ roles in the training are defined on VR-FST and
the suggested behaviors are presented.
Imitate successful examples. The previous fire safety and fire protection appli-
cations on SL indicate that they are mostly applied as a simulation to train
professional firefighters. Professional teams, as well as individual users, can
act as firefighters by participating in these environments and intervene in the
fire which are generally occur in places such as schools or shopping centers. This
research focuses on house designs that children can encounter in everyday life, as
it is intended to apply for residential fires. House samples and fire conditions
created by fire and smoke effects were investigated. The scenes from examples
developed are shown in Figure 4.
object modeling, and optional database conversation steps for the devel-
opment of the virtual environment are included. In the authoring, there are
sections for the virtual environment authoring, adding interactivity, package
application, and testing and debugging. In the postauthoring, the final version
of the application is presented to an expert and necessary improvements are
carried out.
Çakiroğlu and Gökoğlu 13
Object modeling. In this stage, two different modeling methods are used:
geometric and behavioral modeling. Buildings and fire effects in the VR-FST
environment are created by using geometric modeling. The Marketplace in SL
contains home designs and fire and smoke effects created by other users. During
the design of VR-FST, available designs and effects in Marketplace were used.
In the framework of behavioral modeling, behaviors and actions of avatars in
the environment are modeled. Avatars in SL can be used without any movement
modeling and the walking and speaking actions of the avatars are automatically
modeled by the SL.
Optional database conversation. SL can store the designs and effects created
on it in a special database for each user under the title of Inventory. Created
models can be accessed from the Inventory and used repeatedly. Because of this
feature of the SL, there is no need to use a database structure.
Virtual environment authoring. In this study, the models created for the
VR-FST were placed on a special area on the SL called SandBox. These areas
are used for experimental purposes, allowing design, modeling, and implemen-
tation in these areas. Before the implementations, the house in the Inventory of
the SL was placed in the SandBox area by drag-and-drop. For the avatars that
will represent users in the environment, it is enough for the users to log in to the
SL and teleport to the related SandBox region.
14 Journal of Educational Computing Research 0(0)
Package application. In this study, the media and materials used are stored in
the Inventory of the SL. The design and effects can be transferred to the virtual
environment by drag-and-drop from the Inventory and can be created repeat-
edly without any additional intervention. SL did not need to convert the
VR-FST application to a packaged format since the active user automatically
saves the last location into his or her database and the desired design can be
performed quickly and easily.
Testing and debugging. Designs and effects to be used in the VR-FST have
been investigated through the drag-and-drop method in the Inventory several
times on the media and encountering any problems at all times. It has been
determined that the effects and materials to be used as a result of the tests carried
out will operate stably without any errors.
Deliver final application to expert. In this study, the developed VR-FST appli-
cation was presented to two experts in the field of Computer and Instructional
Technologies and an expert firefighter.
Evaluation. The usability of the VR-FST environment to provide basic fire safety
skills was evaluated with a pilot study. The pilot study was conducted with six
children aged 9 to 11 years. Since the participants were so young, required per-
missions were obtained from their parents prior to the study. Participants were
taught with fire safety training for residential fires by a firefighter avatar in the
VR-FST environment. After the training, several tasks such as exploring and
finding an object hiding in a home designed on VR-FST and they were requested
to complete these tasks using HMD and joystick. While they were working on
the tasks they encountered fire and smoke effects. During the study, the behav-
ioral skills of children in VR-FST were observed. The realistic perception level of
the environment was evaluated according to the data obtained from the ques-
tionnaire. Images related to the training and implementation are presented in
Figure 5.
Test & iterate quickly. In the pilot study, the VR-FST was tested by the par-
ticipants and the expert firefighter several times.
Results. At this last stage, the usability of the VR-FST to provide basic fire safety
skills has been put forward in the framework of the data obtained from the pilot
Çakiroğlu and Gökoğlu 15
Figure 6. PQ Scores.
study. At the end of the pilot study, a Turkish version of the presence question-
naire (PQ) developed by Witmer, Jerome, and Singer (2005) was carried out to
determine the level of presence felt by the VR-FST environment. The data are
used to determine whether the VR-FST is a valid and reliable application for
teaching basic fire safety skills. The scores of the participants’ PQ are shown in
Figure 6. The mean presence scores reflect to the participants’ evaluations about
the VR based training environment.
16 Journal of Educational Computing Research 0(0)
Awareness of
Suggestion Development Evaluation Conclusion
Problem
1) Choose a simple behavior 4) Choose an appropriate Scene definition 7) Test & iterate quickly 8) Expand on success
to target technology channel
Object modeling
2) Choose a receptive 5) Find relevant examples of
audience PT
Optional database
conversation
3) Find what is preventing 6) Imitate successful
the target behavior examples
Virtual environmet
authoring
Add interactivity
Package application
Figure 8. VR-based environment design model for acquire safe behavioral skills.
Figure 6 shows that all of the participants evaluated the constructs of pres-
ence with the scores that are more than the average. This result shows that
participants have a high level of presence in the VR-FST environment and per-
ceive the environment as sufficiently realistic.
Funding
The authors received no financial support for the research, authorship, and/or publication
of this article.
ORCID iD
Ünal Çakiroğlu https://orcid.org/0000-0001-8030-3869
Seyfullah Gökoğlu https://orcid.org/0000-0003-0074-7692
Çakiroğlu and Gökoğlu 19
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Author Biographies
Ünal Çakiroğlu, PhD, is an associate professor at Computer and Instructional
Technologies Department of Trabzon University. His academic research focuses
on instructional technologies, and his research interests include online learning
technologies, virtual reality in education, learning analytics and technology
integration.