SwePub
Sök i SwePub databas

  Utökad sökning

Träfflista för sökning "WFRF:(Fauville Geraldine) srt2:(2020-2024)"

Sökning: WFRF:(Fauville Geraldine) > (2020-2024)

  • Resultat 11-15 av 15
Sortera/gruppera träfflistan
   
NumreringReferensOmslagsbildHitta
11.
  •  
12.
  • Queiroz, Anna Carolina, et al. (författare)
  • Do Students Learn Better With Immersive Virtual Reality Videos Than Conventional Videos? A Comparison of Media Effects With Middle School Girls
  • 2022
  • Ingår i: Technology, Mind, and Behavior. - : American Psychological Association (APA). - 2689-0208. ; 3:3, s. 1-17
  • Tidskriftsartikel (refereegranskat)abstract
    • This article presents two studies comparing the effects of educational immersive virtual reality (IVR) versus traditional videos on conceptual knowledge and self-efficacy. Learning was measured through multiple-choice questions assessing conceptual knowledge and open-ended questions assessing knowledge understanding, knowledge application, and knowledge creation, based on Bloom’s taxonomy of learning objectives. In Experiment 1, 53 eighth-grade students from an all-girls school learned about humans’ impact on the ocean through either 360° videos, using a virtual reality (VR) headset, or through traditional videos, using a computer monitor. Measures were taken before and right after treatment. In Experiment 2, 139 sixth-to-eighth grade students from the same school used the same instructional material and equipment from Experiment 1, and measures were taken four times (before treatment, right after two treatment sessions, and 5 weeks after treatment). Also, we measured learning agency and investigated its mediation role between condition and self-efficacy. The groups did not differ on the multiple-choice scores assessing conceptual knowledge in Experiment 1. In Experiment 2, participants in the IVR group scored higher for knowledge creation than participants in the desktop group, but not knowledge understanding or knowledge application. The IVR group scored higher on self-efficacy than the desktop group in Experiment 1, but not in Experiment 2. Finally, learning agency mediated the relationship between condition and self-efficacy in Experiment 2, indicating a possible mechanism underlying immersion effects on self-efficacy. Results are discussed in light of cognitive sciences and their implication for learning in immersive virtual reality.
  •  
13.
  • Queiroz, Anna C.M., et al. (författare)
  • Too tired to connect: Understanding the associations between video-conferencing, social connection and well-being through the lens of zoom fatigue
  • 2023
  • Ingår i: Computers in Human Behavior. - 0747-5632 .- 1873-7692. ; 149
  • Tidskriftsartikel (refereegranskat)abstract
    • Video-conferencing use has increased significantly in recent years, highlighting the need to understand its impact on individuals' psychological experiences. We conducted two large survey studies (total N = 3920) to examine the relationship between video-conferencing, video-conference fatigue (Zoom fatigue), and individuals' feelings of social connection, social skills, and life satisfaction. Study 1 showed that people tended to feel more connected to others when video-conference meetings were frequent, brief and conducted with small groups, compared to long meetings with many participants. As meetings became longer and more frequent, people felt less socially connected and reported increased video-conference fatigue. Feeling cognitively or emotionally exhausted from engaging in video-conferencing may limit the ability to meaningfully engage with others in the call. In Study 2, mediation analyses indicated that increased video-conferencing could undermine life satisfaction by increasing video-conference fatigue. Furthermore, we compared participants’ perceptions of their social skills between in-person and video-conferencing meetings, and found people consistently felt less skilled in video-conferences than during in-person meetings. We discuss these findings in the context of widespread remote work and the need to protect well-being in this digital era.
  •  
14.
  • Queiroz, Anna Carolina Muller, et al. (författare)
  • Tradução, validação e aplicação da Escala ZEF (ZEF Scale) para avaliação da Fadiga Zoom na população brasileira
  • 2021
  • Ingår i: SSRN Electronic Journal. - : SSRN. - 1556-5068.
  • Annan publikation (övrigt vetenskapligt/konstnärligt)abstract
    • O uso de videoconferências vem aumentando consideravelmente. Em 2021, a Escala ZEF (Zoom Fatigue and Exhaustion Scale) foi desenvolvida e validada para avaliar a fadiga decorrente do uso de videoconferência em 5 domínios (geral, visual, social, motivacional e emocional). Este estudo apresenta a tradução da Escala ZEF para o português, a validação transcultural para o Brasil e a validação contextual da Escala ZEF nos contextos educacional e empresarial. Os resultados da análise fatorial confirmatória, dos testes de confiabilidade e de validação, considerando uma amostra de 633 participantes do Brasil, indicaram que a tradução e a validação transcultural foram realizadas com sucesso e a versão em português da Escala ZEF é adequada para ser utilizada com a população brasileira. Uma análise fatorial multigrupo indicou que a configuração e os parâmetros da Escala ZEF são semelhantes nos contextos educacional e empresarial, validando sua aplicação para esses contextos. Além disso, o presente estudo mostrou uma replicação dos resultados de estudos anteriores sobre as associações entre o uso de videoconferência (duração, frequência e proximidade entre as sessões) e a pontuação na Escala ZEF, e também dos efeitos de gênero na fadiga, sendo que as mulheres relataram níveis de fadiga em média 20,6% maior do que os homens. Identificou-se também a replicação de resultados de estudos anteriores quanto a associação entre os níveis de fadiga e a idade, com uma redução da fadiga com o aumento da idade. Finalmente, os resultados mostraram que os participantes que usam videoconferências principalmente para fins de estudo relataram níveis de fadiga em média 16,7% mais elevados do que os participantes que usam videoconferências para o trabalho. A escala está disponível em: https://vhil.stanford.edu/zef/
  •  
15.
  • Queiroz, Anna, et al. (författare)
  • The Efficacy of Virtual Reality in Climate Change Education Increases with Amount of Body Movement and Message Specificity
  • 2023
  • Ingår i: Sustainability. - : MDPI AG. - 2071-1050. ; 15:7
  • Tidskriftsartikel (refereegranskat)abstract
    • Climate change impacts are felt globally, and the impacts are increasing in severity and intensity. Developing new interventions to encourage behaviors that address climate change is crucial. This pre-registered field study investigated how the design of a virtual reality (VR) experience about ocean acidification could impact participants’ learning, behavior, and perceptions about climate change through the manipulation of the experience message framing, the sex of voice-over and the pace of the experience, and the amount of participants’ body movement. The study was run in 17 locations such as museums, aquariums, and arcades in the U.S., Canada, the U.K., and Denmark. The amount of body movement was a causal mechanism, eliciting higher feelings of self-efficacy while hindering learning. Moreover, linking the VR narrative about ocean acidification linguistically to climate change impaired learning compared to a message framing that did not make the connection. As participants learned more about the experience, they perceived the risks associated with ocean acidification as higher, and they were more likely to engage in pro-climate behavior. The results shed light on the mechanisms behind how VR can teach about ocean acidification and influence climate change behavior.
  •  
Skapa referenser, mejla, bekava och länka
  • Resultat 11-15 av 15

Kungliga biblioteket hanterar dina personuppgifter i enlighet med EU:s dataskyddsförordning (2018), GDPR. Läs mer om hur det funkar här.
Så här hanterar KB dina uppgifter vid användning av denna tjänst.

 
pil uppåt Stäng

Kopiera och spara länken för att återkomma till aktuell vy