VRIQ starts by focusing on creative problem solving (a purposefully ambiguous term which is meant to describe general problem solving ability).
Within the 4 Cs framework, this fits most closely into the “critical thinking” box.
Enrichment of these skills is widely considered by educators to be the most important part of education in the 21st century, since with these skills specific specializations of knowledge can be learned and applied relatively quickly (an important ability in our quickly changing world).
Our specific research question is this: Can a VR test create a normalized distribution of scores, from which an IQ score can be assigned?
Business managers will spend a lot of their time solving problems and consequently require their employees to be creative and intuitive when it comes to addressing them.
Being confident in your approach is really important, and as you learn which processes are most effective to overcome obstacles, so your confidence will grow.
Instead, it had 2 local peaks, 1 on each side of the mean (18 for Vive and Oculus) and median (18 for Vive, 20 for Oculus).
Despite this, the spread and fairly symmetrical distribution allowed identification of certain percentage groups.
First-time scores were separated from subsequent scores, as well as sorted by headset.
The score distribution was fairly symmetrical, but was not a normal distribution.