Skip to main content

The Factors Affecting the Quality of Learning Process and Outcome in Virtual Reality Environment for Safety Training in the Context of Mining Industry

  • Conference paper
  • First Online:
Advances in Human Factors in Simulation and Modeling (AHFE 2018)

Part of the book series: Advances in Intelligent Systems and Computing ((AISC,volume 780))

Included in the following conference series:

Abstract

The ultimate aim of training is to improve task performance towards expert level. Novices and experts differ in their capability to understand and make sense of sensory information (for example, perception on environmental hazard). Computer-aided training, from online course to immersive simulation such as Virtual Reality (VR) [1]. van Wyk and de Villiers [2] define VR-based training environments as “real-time computer simulations of the real world, in which visual realism, object behavior and user interaction are essential elements”. The use of VR-based training environments assumes that Human-Machine interaction stimulates learning processes through better experiencing and improved memorization, leading to a more effective transfer of the learning outcomes into workplace environments. However, there are many human factors (internally and externally), which have impact on the quality of the training and learning process which need to be identified and investigated. The present study was conducted with Coal Services Pty Ltd, a pioneering training provider for the coal mining industry in NSW, Australia. The research focussed on 288 rescuers and the specific training programs developed for them. In this article, initially factors affecting the quality of the training and learning process for underground mine rescuers have been identified and then measured by using pre- and post-training questionnaires. We attempted to determine how much of the trainees’ perceived learning could be explained by pre-training (9 in total) and post-training (16 in total) factors. The relatively small size of the sample (288 observations for 17 predictors) and the high level of correlation between variables led us to Principal Component Analysis (PCA). Principle Component Analysis (PCA) has been used to investigate the underlying relationship among different variables. This technique results in factor reduction based on hidden relationships. Based on the nature of the pre-training factors mostly contributing to each component we have used the first 3 Components to create 3 new aggregated variables: “Positive State of Mind” (Component 1), “Negative State of Mind” (Component 2) and “Technology Experience” (Component 3). Similarly, based on the nature of the post-training factors mostly contributing to each component we have used the first 3 Components to create 3 new aggregated variables: “Positive Learning Experience” (Component 1), “Negative Learning Experience” (Component 2) and “Learning Context” (Component 3).

This is a preview of subscription content, log in via an institution to check access.

Access this chapter

Chapter
USD 29.95
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
eBook
USD 169.00
Price excludes VAT (USA)
  • Available as EPUB and PDF
  • Read on any device
  • Instant download
  • Own it forever
Softcover Book
USD 219.99
Price excludes VAT (USA)
  • Compact, lightweight edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info

Tax calculation will be finalised at checkout

Purchases are for personal use only

Institutional subscriptions

References

  1. Newton, D., Hase, S., Ellis, A.: Effective implementation of online learning: a case study of the Queensland mining industry. J. Workplace Learn. 14(4), 156–165 (2002)

    Article  Google Scholar 

  2. van Wyk, E., de Villiers, R.: Virtual reality training applications for the mining industry. In: Proceedings of the 6th International Conference on Computer Graphics, Virtual Reality, Visualisation and Interaction in Africa. ACM (2009)

    Google Scholar 

  3. Pithers, R.T.: Improving Learning Through Effective Training. Social Science Press, Katoomba (1998)

    Google Scholar 

  4. Dewey, J., Boydston, J.A.: Essays on Philosophy and Education: 1916–1917. Southern Illinois University Press, Carbondale (1985)

    Google Scholar 

  5. Ericsson, K.A., Krampe, R.T., Tesch-Römer, C.: The role of deliberate practice in the acquisition of expert performance. Psychol. Rev. 100(3), 363 (1993)

    Article  Google Scholar 

  6. Tichon, J., Burgess-Limerick, R.: A review of virtual reality as a medium for safety related training in mining. J. Health Saf. Res. Pract. 3(1), 33–40 (2011)

    Google Scholar 

  7. Blignaut, C.: The perception of hazard II. the contribution of signal detection to hazard perception. Ergonomics 22(11), 1177–1183 (1979)

    Article  Google Scholar 

  8. Starkes, J.L., Lindley, S.: Can we hasten expertise by video simulations? Quest 46(2), 211–222 (1994)

    Article  Google Scholar 

  9. Williams, A.M., Grant, A.: Training perceptual skill in sport. Int. J. Sport Psychol. 30(2), 194–220 (1999)

    Google Scholar 

  10. Chapman, P., Underwood, G., Roberts, K.: Visual search patterns in trained and untrained novice drivers. Transp. Res. Part F: Traffic Psychol. Behav. 5(2), 157–167 (2002)

    Article  Google Scholar 

  11. Bell, P.C., Taseen, A.A., Kirkpatrick, P.F.: Visual interactive simulation modeling in a decision support role. Comput. Oper. Res. 17(5), 447–456 (1990)

    Article  Google Scholar 

  12. Jou, M., Wang, J.: Investigation of effects of virtual reality environments on learning performance of technical skills. Comput. Hum. Behav. 29, 433–438 (2012)

    Article  Google Scholar 

  13. Raskind, M., Smedley, T.M., Higgins, K.: Virtual Technology Bringing the World Into the Special Education Classroom. Interv. School Clin. 41(2), 114–119 (2005)

    Article  Google Scholar 

  14. Chen, I.Y.L., Chen, N.-S.: Kinshuk: Examining the factors influencing participants’ knowledge sharing behavior in virtual learning communities. Educ. Technol. Soc. 12(1), 134+ (2009)

    Google Scholar 

  15. Meadows, D.L.: Tools for understanding the limits to growth: comparing a simulation and a game. Simul. Gaming 32(4), 522–536 (2001)

    Article  Google Scholar 

  16. Nutakor, D.: Design and Evaluation of a Virtual Reality Training System for New Underground Rockbolters. ProQuest, Ann Arbor (2008)

    Google Scholar 

  17. Taylor, G.S., Barnett, J.S.: Training Capabilities of Wearable and Desktop Simulator Interfaces (2011). DTIC Document

    Google Scholar 

  18. Witmer, B.G., Singer, M.J.: Measuring presence in virtual environments: a presence questionnaire. Presence: Teleoper. Virtual Environ. 7(3), 225–240 (1998)

    Article  Google Scholar 

  19. Kennedy, R.S., et al.: Simulator sickness questionnaire: an enhanced method for quantifying simulator sickness. Int. J. Aviat. Psychol. 3(3), 203–220 (1993)

    Article  Google Scholar 

  20. Matthews, G., et al.: Validation of a comprehensive stress state questionnaire: Towards a state big three. Personal. Psychol. Eur. 7, 335–350 (1999)

    Google Scholar 

  21. McAuley, E., Duncan, T., Tammen, V.V.: Psychometric properties of the intrinsic motivation inventory in a competitive sport setting: a confirmatory factor analysis. Res. Q. Exerc. Sport 60(1), 48–58 (1989)

    Article  Google Scholar 

  22. Slater, M.: Measuring presence: a response to the Witmer and Singer presence questionnaire. Presence: Teleoper. Virtual Environ. 8(5), 560–565 (1999)

    Article  Google Scholar 

Download references

Author information

Authors and Affiliations

Authors

Corresponding author

Correspondence to Shiva Pedram .

Editor information

Editors and Affiliations

Rights and permissions

Reprints and permissions

Copyright information

© 2019 Springer International Publishing AG, part of Springer Nature

About this paper

Check for updates. Verify currency and authenticity via CrossMark

Cite this paper

Pedram, S., Perez, P., Palmisano, S., Farrelly, M. (2019). The Factors Affecting the Quality of Learning Process and Outcome in Virtual Reality Environment for Safety Training in the Context of Mining Industry. In: Cassenti, D. (eds) Advances in Human Factors in Simulation and Modeling. AHFE 2018. Advances in Intelligent Systems and Computing, vol 780. Springer, Cham. https://doi.org/10.1007/978-3-319-94223-0_38

Download citation

Publish with us

Policies and ethics