Learning about Victims of Holocaust in Virtual Reality: The Main, Mediating and Moderating Effects of Technology, Instructional Method, Flow, Presence, and Prior Knowledge

Miriam Mulders
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引用次数: 1

Abstract

The goal of the current study was to investigate the effects of a virtual reality (VR) simulation of Anne Frank’s hiding place on learning. In a 2 × 2 experiment, 132 middle school students learned about the living conditions of Anne Frank, a girl of Jewish heritage during the Second World War, through desktop VR (DVR) and head-mounted display VR (HMD-VR) (media conditions). Approximately half of each group engaged in an explorative vs. an expository learning approach (method condition). The exposition group received instructions on how to explore the hiding place stepwise, whereas the exploration group experienced it autonomously. Next to the main effects of media and methods, the mediating effects of the learning process variables of presence and flow and the moderating effects of contextual variables (e.g., prior technical knowledge) have been analyzed. The results revealed that the HMD-VR led to significantly improved evaluation, and—even if not statistically significant—perspective-taking in Anne, but less knowledge gain compared to DVR. Further results showed that adding instructions and segmentation within the exposition group led to significantly increased knowledge gain compared to the exploration group. For perspective-taking and evaluation, no differences were detected. A significant interaction between media and methods was not found. No moderating effects by contextual variables but mediating effects were observed: For example, the feeling of presence within VR can fully explain the relationships between media and learning. These results support the view that learning processes are crucial for learning in VR and that studies neglecting these learning processes may be confounded. Hence, the results pointed out that media comparison studies are limited because they do not consider the complex interaction structures of media, instructional methods, learning processes, and contextual variables.
虚拟现实中大屠杀受害者的学习:技术、教学方法、心流、存在和先验知识的主要、中介和调节作用
当前研究的目的是调查虚拟现实(VR)模拟安妮·弗兰克的藏身之处对学习的影响。在2 × 2实验中,132名中学生通过桌面虚拟现实(DVR)和头戴式虚拟现实(HMD-VR)(媒体条件)了解了二战时期犹太血统女孩安妮·弗兰克的生活状况。每组大约一半的学生采用探索性和说明性学习方法(方法条件)。展示组收到了如何逐步探索隐藏地点的指示,而探索组则自主体验。除了媒介和方法的主要影响外,还分析了存在和流动这两个学习过程变量的中介作用以及情境变量(如先前的技术知识)的调节作用。结果显示,与DVR相比,HMD-VR显著改善了安妮的评估,并且-即使在统计上不显著-采取了观点,但知识收获较少。进一步的结果表明,与探索组相比,在展示组中添加指令和分段可以显著增加知识增益。在换位思考和评价方面,没有发现差异。媒体和方法之间没有明显的相互作用。情境变量没有调节作用,但有中介作用:例如,VR中的存在感可以充分解释媒体与学习之间的关系。这些结果支持了学习过程对VR学习至关重要的观点,忽视这些学习过程的研究可能会令人困惑。因此,研究结果指出,媒介比较研究是有限的,因为它们没有考虑媒体、教学方法、学习过程和上下文变量的复杂互动结构。
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