A Proof-of-Concept of an Integrated VR and AI Application to Develop Classroom Management Competencies in Teachers in Training
Abstract
:1. Introduction
- Virtual scene authenticity: To ensure a 3D classroom with realistic characteristics, like natural colors, light, and shades.
- Audience (or avatar) appearance: To ensure that virtual students in a class appear realistic (looks, clothes, sound, etc.).
- Audience behavior: To ensure natural postures, gestures, facial expressions, when in interaction with the teacher or peers, or when working alone.
- Instructor: a professor teaching at a university, educating teachers in training;
- Teacher in training, or trainee: students who take the MSc of Science Education program;
- Skilled teacher: a high school teacher who is effective in teaching knowledge and skills;
- Novice teacher: a starting teacher, who recently graduated from a Master in Education program;
- A student: a high school student in real life;
- Virtual student, or avatar: a virtual high school student in virtual reality.
2. What Is Known from the Literature
2.1. Developing Effective Interpersonal Styles for Novice Teachers
2.2. The Opportunities and Challenges of VR in Education
2.3. Incorporating AI for Enhanced Authenticity in Interactive VR Experiences
2.4. Challenges and Requirements for VR and AI
- Health problems, like addiction [56] and motion sickness in VR [57], which originates from a mismatch between the visual and the movement perception and expectations. Both software and hardware, like too-realistic VR views, and human factors like VR experience contribute to motion sickness, and therefore, limited VR time is recommended.
- Ethical aspects. AI chatbots are not human but might be perceived as such [59], which leads to trusting incorrect and biased information [60]. While humans have an ethical consciousness whether to trust someone, and hold a person accountable for their actions, AI does not have such a consciousness. Also, for the general public, AI is more of a black box than something they can understand and use [60,61].
- Instructor influence. An instructor is essential in conveying knowledge, and therefore remains absolutely necessary to embed technology in education [54]. Due to limited experience with these new technologies [55], instructors might not be able to judge the complexities [53]. They could develop a feeling of alienation or ignorance [61] and turn away from AI and VR. To successfully embed technology in education, instructors will need proper training [59].
- Lack of strategy and evaluation criteria, for VR [53] and AI [55]. For example, how to assess and compare different implementations of VR, and how to detect and deal with fraudulent use of AI. Evaluation might be possible through a very general System Usability Skill [62], to allow for assessing whether the educational technology is right for its purpose and not just edutainment.
3. Materials and Methods
3.1. Technological Implementation
3.2. The Virtual Student’s Behavior as Algorithm
3.3. Front-End Design for OpenAI
4. Results
4.1. Authentic Virtual Environment
4.2. Appearance of the Virtual Students
4.3. Behavior of the Virtual Students
5. Discussion
5.1. Advantages of Interactive VR Applications in Teacher Training Education
5.2. Educational Implications and the Role of the Teacher
5.3. Future Development of This VR Application
6. Conclusions
Author Contributions
Funding
Data Availability Statement
Acknowledgments
Conflicts of Interest
References
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1. Example statements | “What on earth do you think you are doing” is negative. “Could you discuss with one another with lower volume” is neutral. “You are doing a good job” is positive. | |
2. Description of the situation | Bob is concentrated and working on Pythagoras’ theorem. Bob is 12 years old, does not understand the exercise, and asks: “Can you explain me how I can apply Pythagoras’ theorem?” | |
3. Input trainee + Output classification AI | “Well, isn’t that on page 100?” | Neutral |
“Didn’t you just read that?” | Neutral | |
“Surely you can do that yourself?” | Negative | |
“That’s a good question, let me explain.” | Positive |
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Docter, M.W.; de Vries, T.N.D.; Nguyen, H.D.; van Keulen, H. A Proof-of-Concept of an Integrated VR and AI Application to Develop Classroom Management Competencies in Teachers in Training. Educ. Sci. 2024, 14, 540. https://doi.org/10.3390/educsci14050540
Docter MW, de Vries TND, Nguyen HD, van Keulen H. A Proof-of-Concept of an Integrated VR and AI Application to Develop Classroom Management Competencies in Teachers in Training. Education Sciences. 2024; 14(5):540. https://doi.org/10.3390/educsci14050540
Chicago/Turabian StyleDocter, Margreet W., Tamara N.D. de Vries, Huu Dat Nguyen, and Hanno van Keulen. 2024. "A Proof-of-Concept of an Integrated VR and AI Application to Develop Classroom Management Competencies in Teachers in Training" Education Sciences 14, no. 5: 540. https://doi.org/10.3390/educsci14050540
APA StyleDocter, M. W., de Vries, T. N. D., Nguyen, H. D., & van Keulen, H. (2024). A Proof-of-Concept of an Integrated VR and AI Application to Develop Classroom Management Competencies in Teachers in Training. Education Sciences, 14(5), 540. https://doi.org/10.3390/educsci14050540