Virtual reality based executive function training in schools: The experience of primary school-aged children, teachers and training teaching assistants

Executive function (EF) is a set of higher order cognitive processes through which learning and everyday goals are realised. They comprise the fundamental building blocks of how we plan, execute, monitor and regulate tasks, and impact our cognitive, socioemotional and behavioural responses. An important question to consider is how we can support children to develop effective EF skills through motivating and age-appropriate training. Virtual reality (VR) offers an interesting avenue to enhance motivation due to the experience of presence and immersion, however, whether children experience presence and immersion similarly to adults is unknown and could impact the educational utility of VR over other media. In order to understand whether VR is suitable for an educational setting we must understand the experience of key stakeholders, such as school-aged children and adults that will be facilitating use in the educational context. Therefore, the current study aims to understand the experience of key stakeholders using EF training delivered in a VR environment, to enable reflection on the feasibility and usability of the technology. This study aimed to explore the qualitative experiences of 8 primary school-aged children, 5 teachers and 13 training teaching assistants, after playing an EF training game, Koji's Quest, on a VR head mounted display. Firstly we found that most teachers and trainee teachers gave good ratings of usability, but in their subjective descriptions of use focused on hedonic experiences, whereas, children focused on pragmatic experiences. Results also indicate that adults may favour ‘being’ definitions of presence, whereas child participants appear to incorporate both ‘being’ and ‘doing’ definitions into their accounts. This research has implications for how VR based EF training can be maximised within an educational setting. • Primary aged children and adults reported qualitatively different experiences of cognitive training using virtual reality. • Child participants were more likely to relate their experiences in terms of specific activities and problem-solving whereas adults were more likely to relate their experiences in terms of physical experience. • Adults may favour ‘being’ definitions of presence, whereas child participants appear to incorporate both ‘being’ and ‘doing’ definitions into their accounts.

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Publication Details

Journal
Computers in Human Behavior Reports
Published
2024-10-05
DOI
https://doi.org/10.1016/j.chbr.2024.100500
Citations
5
Primary Topic
Virtual Reality Applications and Impacts
Type
article
Field-Weighted Citation Impact
1.86
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article

Virtual reality based executive function training in schools: The experience of primary school-aged children, teachers and training teaching assistants

Rachel King, Antonina Pereira, Susan Hindman
5 citations
Computers in Human Behavior Reports
Virtual Reality Applications and Impacts
1.86
article

Virtual reality based executive function training in schools: The experience of primary school-aged children, teachers and training teaching assistants

Rachel King, Antonina Pereira, Susan Hindman
article en
5 citations

Abstract

Executive function (EF) is a set of higher order cognitive processes through which learning and everyday goals are realised. They comprise the fundamental building blocks of how we plan, execute, monitor and regulate tasks, and impact our cognitive, socioemotional and behavioural responses. An important question to consider is how we can support children to develop effective EF skills through motivating and age-appropriate training. Virtual reality (VR) offers an interesting avenue to enhance motivation due to the experience of presence and immersion, however, whether children experience presence and immersion similarly to adults is unknown and could impact the educational utility of VR over other media. In order to understand whether VR is suitable for an educational setting we must understand the experience of key stakeholders, such as school-aged children and adults that will be facilitating use in the educational context. Therefore, the current study aims to understand the experience of key stakeholders using EF training delivered in a VR environment, to enable reflection on the feasibility and usability of the technology. This study aimed to explore the qualitative experiences of 8 primary school-aged children, 5 teachers and 13 training teaching assistants, after playing an EF training game, Koji's Quest, on a VR head mounted display. Firstly we found that most teachers and trainee teachers gave good ratings of usability, but in their subjective descriptions of use focused on hedonic experiences, whereas, children focused on pragmatic experiences. Results also indicate that adults may favour ‘being’ definitions of presence, whereas child participants appear to incorporate both ‘being’ and ‘doing’ definitions into their accounts. This research has implications for how VR based EF training can be maximised within an educational setting. • Primary aged children and adults reported qualitatively different experiences of cognitive training using virtual reality. • Child participants were more likely to relate their experiences in terms of specific activities and problem-solving whereas adults were more likely to relate their experiences in terms of physical experience. • Adults may favour ‘being’ definitions of presence, whereas child participants appear to incorporate both ‘being’ and ‘doing’ definitions into their accounts.

Computers in Human Behavior ReportsVol. 16
University of Chichester (GB)
Quality Education
Openalex Percentile: Top 14%
Virtual Reality Applications and Impacts
1.86
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