Impact of VR on Learning Experience compared to a Paper based Approach

Stella Kolarik, Christoph Schlüter, Katharina Ziolkowski
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Abstract

Different learning theories encourage different kinds of learning approaches. Following constructivist theories, learning experiences should be realistic in order to facilitate learning. Virtual Reality (VR) serious games could be a realistic learning approach without the challenges of the real situation. The serious game InGo allows a user to learn the intralogistics process of receiving goods. In this work we explore whether learning in VR is more effective concerning learning success and learning experience than traditional learning approaches. No significant difference between the two approaches concerning learning success is found. However, other factors that have a long term effect on learning, such as intrinsic motivation, flow and mood, are significantly higher for the VR approach. Thus, our research fits with past research which indicated the high potential of VR based learnig and educational games. This work encourages future research to compare VR based and traditional learning approaches in the long term.
与纸质方法相比,虚拟现实对学习体验的影响
不同的学习理论鼓励采用不同的学习方法。根据建构主义理论,学习体验应该逼真,以促进学习。虚拟现实(VR)严肃游戏可以成为一种真实的学习方法,而无需面对真实情境的挑战。严肃游戏 InGo 可以让用户学习接收货物的内部物流过程。在这项工作中,我们探讨了在 VR 中学习在学习成功率和学习体验方面是否比传统学习方法更有效。结果发现,在学习成功率方面,两种方法没有明显差异。然而,对学习有长期影响的其他因素,如内在动机、流动和情绪,在 VR 方法中却明显更高。因此,我们的研究与过去的研究相吻合,后者表明基于 VR 的学习和教育游戏具有很大的潜力。这项工作鼓励未来的研究对基于 VR 的学习方法和传统学习方法进行长期比较。
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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