Abstract
Introduction
There has been an increase in the delivery of educational and training content using computer-based
Objective
This research investigated differences in knowledge change due to the
Methods
A pretest–posttest design was used to evaluate 127 participants. Participants were randomly assigned to one of four conditions: desktop, tablet, mobile VR (Google Cardboard), and virtual reality headset. A pretest was given prior to participants’ completion of a
Results
This study indicated that all participants improved knowledge scores across the four platforms used to deliver the learning simulation. All participants positively increased their overall scores from the pretest to the posttest. There were no statistically significant differences in knowledge change between the four groups.
Conclusion
All participants positively increased their overall scores from the pretest to the posttest regardless of
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