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Virtual Reality Games for Team Building Interventions : Comparison of team building interventions for university students

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

Identiferoai:union.ndltd.org:UPSALLA1/oai:DiVA.org:hj-40733
Date January 2018
CreatorsModolin, Sarah, Grace, Sekwao
PublisherInternationella Handelshögskolan, Högskolan i Jönköping, IHH, Informatik, Internationella Handelshögskolan, Högskolan i Jönköping, IHH, Informatik
Source SetsDiVA Archive at Upsalla University
LanguageEnglish
Detected LanguageEnglish
TypeStudent thesis, info:eu-repo/semantics/bachelorThesis, text
Formatapplication/pdf
Rightsinfo:eu-repo/semantics/openAccess

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