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Virtual Reality Games for Team Building Interventions: Comparison of team building interventions for university students
Högskolan i Jönköping, Internationella Handelshögskolan, IHH, Informatik.
Högskolan i Jönköping, Internationella Handelshögskolan, IHH, Informatik.
2018 (Engelska)Självständigt arbete på avancerad nivå (masterexamen), 30 poäng / 45 hpStudentuppsats (Examensarbete)
Abstract [en]

Teams are essential in today’s organisations. Thus, it is important to enable students early in the education process to work in teams. Moreover, we have new technologies emerging such as virtual reality (VR), that have the possibility to influence processes such as team building interventions. In addition, many researchers claim the importance of games in teaching as it leads to high engagement. Even though, there is much research available in the areas of VR, team building and games, no research connecting all three topics can be found. Nevertheless, it can be observed that VR and games have been used in teaching before, however not at the same time to enhance teamwork skills. This research provides a thorough literature review on the current possibilities and applications of VR in teaching and defines effective team building. Moreover, games in teaching and their possibilities and advantages are described. Eventually, the purpose of this study is to find out if team building interventions with the help of VR are more effective in comparison to non-VR based methods. We add to existing research by enhancing current team building techniques through VR technology. Being aware of the nature of this research we combine a qualitative and quantitative approach, namely content analysis and A/B testing, to research this topic. To support the content analysis, we apply a teamwork framework defined by Rosseau, Aubé and Savoie (2006). To validate our experiment results from A/B testing we triangulate by conducting an additional experiment. The analysis of this study shows that VR based team building interventions trigger more team processes than team building interventions without VR. Furthermore, the research points out possible future directions of studies since VR for team building is a rather new topic and thus needs to be further researched. Finally, the study can be used to encourage students and teachers at University level to apply VR technology when the opportunity is given

Ort, förlag, år, upplaga, sidor
2018. , s. 71
Nationell ämneskategori
Teknik och teknologier Interaktionsteknik Ekonomi och näringsliv
Identifikatorer
URN: urn:nbn:se:hj:diva-40733ISRN: JU-IHH-IKA-2-20180075OAI: oai:DiVA.org:hj-40733DiVA, id: diva2:1222770
Handledare
Examinatorer
Tillgänglig från: 2018-08-21 Skapad: 2018-06-22 Senast uppdaterad: 2018-08-21Bibliografiskt granskad

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IHH, Informatik
Teknik och teknologierInteraktionsteknikEkonomi och näringsliv

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