Microlearning in Immersive Virtual Reality: A User-Centered Analysis of Learning Interfaces

IF 2.9 3区 教育学 Q2 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS
Amarpreet Gill;Derek Irwin;Linjing Sun;Dave Towey;Gege Zhang;Yanhui Zhang
{"title":"Microlearning in Immersive Virtual Reality: A User-Centered Analysis of Learning Interfaces","authors":"Amarpreet Gill;Derek Irwin;Linjing Sun;Dave Towey;Gege Zhang;Yanhui Zhang","doi":"10.1109/TLT.2025.3533360","DOIUrl":null,"url":null,"abstract":"The rapid changes in technology available for teaching and learning have led to a wide variety of potential tools that can be deployed to support a student's education experience. This article examines the learning interfaces for pedagogical virtual reality (VR) environments, including immersive VR (iVR). It also looks at how microlearning (ML) can be employed for instructional design at the sticking points of these interfaces. ML is an approach in which learning materials are provided in small bite-sized quantities and has been embraced as an ideal learning format for the modern learner. This study explores the research gap in ML literature regarding the ideal length of materials and modality when ML is employed for iVR. It does so through two experiments: in the first, students gave feedback on different interfaces for content and in the second, different lengths of text, video, and presentation style were tested for optimal user preference and comprehension. The findings show that preferences must be balanced against expected learning outcomes or desired level of engagement, but that fixed-point interfaces and longer texts may best be avoided. The study can be used to inform technology-enhanced learning delivery and can be used to guide policy regarding effective digital content, particularly within a VR environment.","PeriodicalId":49191,"journal":{"name":"IEEE Transactions on Learning Technologies","volume":"18 ","pages":"165-178"},"PeriodicalIF":2.9000,"publicationDate":"2025-01-24","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"IEEE Transactions on Learning Technologies","FirstCategoryId":"95","ListUrlMain":"https://ieeexplore.ieee.org/document/10852361/","RegionNum":3,"RegionCategory":"教育学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q2","JCRName":"COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS","Score":null,"Total":0}
引用次数: 0

Abstract

The rapid changes in technology available for teaching and learning have led to a wide variety of potential tools that can be deployed to support a student's education experience. This article examines the learning interfaces for pedagogical virtual reality (VR) environments, including immersive VR (iVR). It also looks at how microlearning (ML) can be employed for instructional design at the sticking points of these interfaces. ML is an approach in which learning materials are provided in small bite-sized quantities and has been embraced as an ideal learning format for the modern learner. This study explores the research gap in ML literature regarding the ideal length of materials and modality when ML is employed for iVR. It does so through two experiments: in the first, students gave feedback on different interfaces for content and in the second, different lengths of text, video, and presentation style were tested for optimal user preference and comprehension. The findings show that preferences must be balanced against expected learning outcomes or desired level of engagement, but that fixed-point interfaces and longer texts may best be avoided. The study can be used to inform technology-enhanced learning delivery and can be used to guide policy regarding effective digital content, particularly within a VR environment.
沉浸式虚拟现实中的微学习:以用户为中心的学习界面分析
可用于教学和学习的技术的快速变化导致了各种各样的潜在工具,可以用于支持学生的教育体验。本文研究了教学虚拟现实(VR)环境的学习界面,包括沉浸式VR (iVR)。它还研究了如何将微学习(ML)用于这些界面的难点的教学设计。机器学习是一种学习材料以小批量提供的方法,已经成为现代学习者的理想学习形式。本研究探讨了ML文献中关于ML用于iVR时的理想材料长度和形式的研究差距。它通过两个实验来做到这一点:在第一个实验中,学生对不同的内容界面进行反馈,在第二个实验中,测试不同长度的文本、视频和演示风格,以获得最佳的用户偏好和理解。研究结果表明,偏好必须与预期的学习成果或期望的参与程度相平衡,但最好避免使用固定的界面和较长的文本。该研究可用于为技术增强的学习交付提供信息,并可用于指导有关有效数字内容的政策,特别是在VR环境中。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
求助全文
约1分钟内获得全文 求助全文
来源期刊
IEEE Transactions on Learning Technologies
IEEE Transactions on Learning Technologies COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS-
CiteScore
7.50
自引率
5.40%
发文量
82
审稿时长
>12 weeks
期刊介绍: The IEEE Transactions on Learning Technologies covers all advances in learning technologies and their applications, including but not limited to the following topics: innovative online learning systems; intelligent tutors; educational games; simulation systems for education and training; collaborative learning tools; learning with mobile devices; wearable devices and interfaces for learning; personalized and adaptive learning systems; tools for formative and summative assessment; tools for learning analytics and educational data mining; ontologies for learning systems; standards and web services that support learning; authoring tools for learning materials; computer support for peer tutoring; learning via computer-mediated inquiry, field, and lab work; social learning techniques; social networks and infrastructures for learning and knowledge sharing; and creation and management of learning objects.
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
确定
请完成安全验证×
copy
已复制链接
快去分享给好友吧!
我知道了
右上角分享
点击右上角分享
0
联系我们:info@booksci.cn Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。 Copyright © 2023 布克学术 All rights reserved.
京ICP备2023020795号-1
ghs 京公网安备 11010802042870号
Book学术文献互助
Book学术文献互助群
群 号:481959085
Book学术官方微信