Comparing Student-Based Context Priming in Immersive and Desktop Virtual Reality Environments to Increase Academic Performance

Daniel Hawes, A. Arya
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引用次数: 2

Abstract

Research suggests that 3D virtual environments can be designed to prime engagement, creativity, and improve performance on many cognitive tasks. In this paper, we report on a study that compares the efficacy of context (environmental setting) on the priming of these desired effects within Desktop Virtual Reality (DVR) environments compared to Immersive VR (IVR), viewed from within a VR Head Mounted Device (HMD). We presented a 27-minute seminar “The Creative Process of Making an Animated Movie” to 68 participants within 4 different learning spaces: two with IVR (Prime and No Prime) and two with DVR (Prime and No Prime). The priming scenarios for both IVR and DVR environments included subject matter and popular culture visual artifacts related to animated movies and characters placed within a theatre classroom. This was intended to create a situated learning effect. The No Prime condition was presented in a standard classroom theatre without visual artifacts or any subject matter augmentation. A 20-question multiple-choice content test and UX survey were administered following the seminar while an affective questionnaire measuring anxiety and positive affect were provided before and after the seminar. Increased academic performance was observed with a significant difference in both DVR and IVR priming scenarios compared to the no priming conditions.
比较沉浸式和桌面虚拟现实环境中基于学生的情境启动对提高学习成绩的影响
研究表明,3D虚拟环境可以被设计成激发参与度、创造力,并提高许多认知任务的表现。在本文中,我们报告了一项研究,该研究比较了桌面虚拟现实(DVR)环境中情境(环境设置)对启动这些预期效果的影响,与沉浸式虚拟现实(IVR)相比,从VR头戴式设备(HMD)中观察。我们在4个不同的学习空间中为68名参与者提供了一个27分钟的研讨会“制作动画电影的创作过程”:两个使用IVR(质数和无质数),两个使用DVR(质数和无质数)。IVR和DVR环境的启动场景包括与动画电影和戏剧教室中的角色相关的主题和流行文化视觉文物。这是为了创造一种情境学习效果。无启动条件在一个标准的教室剧院中呈现,没有视觉人工制品或任何主题增强。研讨会结束后进行20道选择题内容测试和用户体验调查,并在研讨会前后分别进行焦虑和积极情绪的情感问卷调查。与无启动条件相比,在DVR和IVR启动条件下,学业成绩显著提高。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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