A systematic review of immersive technologies for education: Learning performance, cognitive load and intrinsic motivation

Matisse Poupard, Florian Larrue, Hélène Sauzéon, André Tricot
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Abstract

Immersive technologies are assumed to have many benefits for learning due to their potential positive impact on optimizing learners' cognitive load and fostering intrinsic motivation. However, despite promising results, the findings regarding the actual impact on learning remain inconclusive, raising questions about the determinants of efficacy. To address these gaps, we conducted a PRISMA systematic review to investigate the contributions and limitations of virtual reality (VR) and augmented reality (AR) in learning, specifically by examining their effects on cognitive load and intrinsic motivations. Through the application of an analytical grid, we systematically classified the impact of VR/AR on the causal relationship between learning performance (ie, objective learning improvement) and cognitive load or motivation, while respecting the fundamental assumptions of the main theories related to these factors. Analysing 36 studies, the findings reveal that VR, often causing extraneous load, hinders learning, particularly among novices. In contrast, AR optimizes cognitive load, proving beneficial for novice learners but demonstrating less effectiveness for intermediate learners. The effects on intrinsic motivation remain inconclusive, likely due to variations in measurement methods. The review underscores the need for detailed, sophisticated evaluations and comprehensive frameworks that consider both cognitive load and intrinsic motivation to improve understanding of the impact of immersive technologies on learning. What is know Virtual and augmented reality show promise for education, but findings are inconsistent. Existing studies suggest that augmented reality optimizes learners' cognitive load. The literature often asserts that VR and AR are expected to enhance learning motivation. Adding VR introduces unnecessary cognitive load, while AR proves effective for learning performance and cognitive load, particularly for novice learners. The impact of AR and VR on motivation to learn is unclear. Our analytical grid offers a comprehensive framework for assessing the effects of AR and VR on learning outcomes. Implications AR is more suitable than VR for education concerning cognitive load. The cost/benefit balance of VR should be carefully considered before implementation, especially for novice learners. Rigorous studies on motivation to learn in AR and VR contexts are essential.
沉浸式教育技术系统综述:学习成绩、认知负荷和内在动力
由于沉浸式技术对优化学习者的认知负荷和培养内在动力具有潜在的积极影响,因此被认为对学习有诸多益处。然而,尽管取得了可喜的成果,但有关其对学习的实际影响的研究结果仍然没有定论,从而引发了有关功效决定因素的问题。为了填补这些空白,我们进行了一项 PRISMA 系统综述,研究虚拟现实(VR)和增强现实(AR)在学习中的贡献和局限性,特别是通过研究它们对认知负荷和内在动机的影响。通过应用分析网格,我们对虚拟现实/增强现实对学习成绩(即客观的学习进步)和认知负荷或动机之间因果关系的影响进行了系统分类,同时尊重了与这些因素相关的主要理论的基本假设。通过对 36 项研究进行分析,研究结果表明,虚拟现实往往会造成额外负担,从而阻碍学习,尤其是新手的学习。与此相反,AR 可优化认知负荷,证明对新手学习者有益,但对中级学习者的效果较差。对内在动机的影响仍然没有定论,这可能是由于测量方法的不同造成的。现有的研究表明,增强现实技术能优化学习者的认知负荷。我们的分析网格为评估 AR 和 VR 对学习成果的影响提供了一个综合框架。
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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