Interactivity and identity impact learners' sense of agency in virtual reality field trips

IF 8.1 1区 教育学 Q1 EDUCATION & EDUCATIONAL RESEARCH
Eileen McGivney
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引用次数: 0

Abstract

Agency, or the capacity to take intentional actions, is considered one of the primary affordances of virtual reality (VR) for learning. VR is expected to increase learners' agency because it allows for full-body interactivity from a first-person perspective, giving them novel ways of interacting with the digital environment. Yet, agency in immersive learning has not been well-studied relative to other affordances like presence, and more evidence is needed to understand how varied media and designs heighten or diminish agency. This mixed-method study addressed this need by developing and validating measures of sense of agency with 30 high school students who used VR field trips in their engineering class over four lessons. By comparing immersive videos to video game-like interactive graphical environments, the study illustrates some of the complexities of agency in VR. The findings indicate agency is not a unidimensional construct nor is it equivalent to full-body interactivity in VR as learners felt some types of agency when using immersive videos. Furthermore, learners' identities moderated associations between the type of VR media and their sense of agency, and agency did not change over time as the novelty of VR waned. These results suggest VR designers should consider varied ways of interacting in VR that are beneficial for learning. They also support the use of immersive videos when the educator's goal is to increase agency over learning or focus, and provide measures and direction for future research to assess the relationship between varied types of agency, features of VR experiences and learning outcomes.

Practitioner notes

What is already known about this topic

  • Virtual reality (VR) can enhance learning by giving learners a strong sense of presence in the virtual environment and giving them agency over their learning through novel forms of interactivity.
  • Many studies have looked at increasing the learner's presence in VR, but fewer have assessed learners' agency.
  • Prior work found the impact of increased interactivity on learning was mixed: sometimes it increased learning outcomes and motivation, other times it did not.

What this paper adds

  • This study develops and validates measures of learners' sense of agency within VR learning environments.
  • This study finds that more interactivity in VR increases how much agency learners feel over their actions but not necessarily their agency over learning and attention.
  • This study also finds variation in students' experiences of agency based on their culturally defined sense of self-construal.

Implications for practice and/or policy

  • Practitioners interested in immersive learning technologies should consider the design of the media used rather than focusing only on the device's capability.
  • Immersive videos may be effective tools for enhancing student agency, depending on the aims of the learning experience.
  • Designers and educators should consider learners' identities such as self-construal, and understand student experiences may vary.

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互动性与身份认同对虚拟实境实地学习中学习者的主体感有影响
能动性,或采取有意行动的能力,被认为是虚拟现实(VR)学习的主要功能之一。虚拟现实有望增加学习者的能动性,因为它允许从第一人称视角进行全身互动,为他们提供与数字环境互动的新颖方式。然而,沉浸式学习中的代理还没有被很好地研究过,相对于在场等其他启示,需要更多的证据来理解不同的媒体和设计是如何增强或削弱代理的。这项混合方法的研究通过开发和验证代理感的测量方法来解决这一需求,30名高中生在他们的工程课上进行了四节课的VR实地考察。通过将沉浸式视频与视频游戏般的交互式图形环境进行比较,该研究说明了虚拟现实中代理的一些复杂性。研究结果表明,代理不是一个单维的结构,也不等同于VR中的全身互动,因为学习者在使用沉浸式视频时会感受到某些类型的代理。此外,学习者的身份调节了虚拟现实媒体类型与他们的代理感之间的关联,并且代理感不会随着虚拟现实新颖性的减弱而改变。这些结果表明,VR设计师应该考虑在VR中使用各种有利于学习的互动方式。当教育者的目标是增加学习或专注的代理时,他们也支持使用沉浸式视频,并为未来的研究提供措施和方向,以评估不同类型的代理、VR体验的特征和学习成果之间的关系。虚拟现实(VR)可以增强学习者在虚拟环境中的强烈存在感,并通过新颖的互动形式赋予他们学习的能动性,从而提高学习效果。许多研究都着眼于提高学习者在VR中的存在感,但很少有研究评估学习者的能动性。先前的研究发现,增加互动性对学习的影响是喜忧参半的:有时它会增加学习成果和动机,有时则不然。本研究开发并验证了虚拟现实学习环境中学习者主体感的测量方法。这项研究发现,虚拟现实中更多的交互性会增加代理学习者对自己行为的感受,但不一定会增加他们对学习和注意力的代理。本研究还发现,学生的代理体验在文化定义的自我建构感基础上存在差异。对沉浸式学习技术感兴趣的从业者应该考虑所使用媒体的设计,而不是只关注设备的功能。沉浸式视频可能是增强学生能动性的有效工具,这取决于学习体验的目的。设计师和教育者应该考虑学习者的身份,如自我解释,并理解学生的经历可能会有所不同。
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来源期刊
British Journal of Educational Technology
British Journal of Educational Technology EDUCATION & EDUCATIONAL RESEARCH-
CiteScore
15.60
自引率
4.50%
发文量
111
期刊介绍: BJET is a primary source for academics and professionals in the fields of digital educational and training technology throughout the world. The Journal is published by Wiley on behalf of The British Educational Research Association (BERA). It publishes theoretical perspectives, methodological developments and high quality empirical research that demonstrate whether and how applications of instructional/educational technology systems, networks, tools and resources lead to improvements in formal and non-formal education at all levels, from early years through to higher, technical and vocational education, professional development and corporate training.
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