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dc.contributor.authorRayan Saiba, Mohammed
dc.contributor.authorCastronovo, Fadi
dc.contributor.authorRazavialavi, Seyedreza
dc.contributor.authorAbdulrahman, Abdullahi
dc.contributor.authorMartinez Rodriguez, Pablo
dc.date.accessioned2025-03-08T11:21:53Z
dc.date.available2025-03-08T11:21:53Z
dc.date.issued2023
dc.date.submitted2024-04-02T15:46:51Z
dc.identifierONIX_20240402_9791221502893_80
dc.identifier2704-5846
dc.identifierhttps://library.oapen.org/handle/20.500.12657/89111
dc.identifier.urihttps://doab-dev.siscern.org/handle/20.500.12854/196905
dc.description.abstractAn effective design review is critical to identifying changes and/or errors at the early stage of construction projects and reduce the project costs. Traditionally, design reviews are conducted by reviewing the project by reading multiple drawings. The inherent demands of reading project drawings are especially challenging for entry-level built environment learners who often need professional experience and may need more training and skills to fully understand technical representations. Previous research has focused on evaluating the impacts of interactive visualization technologies, such as virtual reality, on the learners’ design review thinking skills and showed how such technologies could support learners and industry professionals in performing design reviews. However, such research has yet to assess its impacts on their self-efficacy in engaging in design review thinking skills. Self-efficacy can be defined as one's perception of their ability to perform a task, such as problem-solving and evaluation. To understand how the VR technology can support learners in increasing their self-efficacy in performing design reviews, the researchers hosted a pilot study to evaluate immersive virtual reality design reviews' impacts. Based on the results of this pilot study, the implementation of immersive virtual reality has the potential to positively impact first year-built environment learners’ self-efficacy in performing design reviews
dc.languageEnglish
dc.relation.ispartofseriesProceedings e report
dc.rightsopen access
dc.subject.otherVirtual Reality
dc.subject.otherSelf-Efficacy
dc.subject.otherMotivation
dc.subject.otherEducation
dc.subject.otherBuilt Environment
dc.subject.otherDesign Review
dc.subject.otherthema EDItEUR::J Society and Social Sciences::JN Education
dc.titleChapter Assessing Impacts of Immersive Virtual Reality-Based Design Reviews on Learners’ Self-Efficacy
dc.typechapter
oapen.identifier.doi10.36253/979-12-215-0289-3.21
oapen.relation.isPublishedBy2ec4474d-93b1-4cfa-b313-9c6019b51b1a
oapen.relation.isbn9791221502893
oapen.pages12
oapen.place.publicationFlorence
dc.seriesnumber137


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