The roles of cognitive and metacognitive strategies in game-based virtual reality learning

IF 13.2 1区 教育学 Q1 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS
Computers & Education Pub Date : 2026-03-01 Epub Date: 2025-11-21 DOI:10.1016/j.compedu.2025.105512
Chih-Hung Chen
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引用次数: 0

Abstract

Virtual Reality (VR) provides immersive learning experiences that can potentially promote learning motivation and performance; however, high spatial presence in VR may impair cognitive and perceptual processing due to resource overload. While current perspectives on multimedia learning emphasize the important role of cognitive and metacognitive strategies, recent studies have suggested that high-immersion VR may, in some cases, be less effective in terms of supporting student learning. Moreover, prior research has depicted distinct learning effects of cognitive and metacognitive prompts. Some studies have declared that cognitive prompts, alone or combined with metacognitive prompts, enhance learning outcomes more than metacognitive prompts alone, while others have highlighted the greater advantages of their combination compared to cognitive prompts alone. A game-based VR learning system with cognitive and metacognitive strategies was designed in this study to support students' inquiry-based science learning activities, and to examine their individual and interaction effects on learning outcomes. A two-factor experimental design was adopted to address the research questions assessing the effects of this approach on students’ science learning achievements, problem-solving tendencies, and self-efficacy. Furthermore, four groups of students aged between 10 and 11 years old participated in the experiment, each following different prompt conditions: cognitive (cognitive vs. non-cognitive) and metacognitive (metacognitive vs. non-metacognitive) mechanisms during the game-based VR learning activities. Results indicated that students learning with cognitive prompts but without metacognitive prompts displayed better learning achievements and stronger problem-solving tendencies compared to those with no prompts. Moreover, students using only cognitive prompts displayed significantly stronger problem-solving tendencies than those utilizing both cognitive and metacognitive prompts. Furthermore, students with cognitive prompts revealed higher self-efficacy than those without cognitive prompts. This study offers new insights into the roles of cognitive and metacognitive strategies in game-based VR learning, highlighting the potential benefits of cognitive prompts for supporting multimedia learning within high-immersion environments.
认知策略和元认知策略在基于游戏的虚拟现实学习中的作用
虚拟现实(VR)提供身临其境的学习体验,可以潜在地促进学习动机和表现;然而,在虚拟现实中,由于资源超载,高空间存在可能会损害认知和感知加工。虽然目前关于多媒体学习的观点强调认知和元认知策略的重要作用,但最近的研究表明,在某些情况下,高度沉浸式VR在支持学生学习方面可能效果较差。此外,先前的研究已经描述了认知提示和元认知提示的不同学习效果。一些研究表明,单独使用认知提示或与元认知提示结合使用,比单独使用元认知提示更能提高学习效果,而另一些研究则强调了两者结合使用比单独使用认知提示更有优势。本研究设计了一个基于游戏的虚拟现实学习系统,该系统具有认知和元认知策略,以支持学生基于探究的科学学习活动,并研究他们的个体和互动对学习成果的影响。本研究采用双因素实验设计,探讨该方法对学生科学学习成绩、问题解决倾向和自我效能感的影响。此外,四组年龄在10 - 11岁的学生参与了实验,每组学生在基于游戏的VR学习活动中遵循不同的提示条件:认知(认知vs.非认知)和元认知(元认知vs.非元认知)机制。结果表明,有认知提示而没有元认知提示的学生比没有提示的学生表现出更好的学习成绩和更强的问题解决倾向。此外,仅使用认知提示的学生比同时使用认知和元认知提示的学生表现出更强的问题解决倾向。此外,有认知提示的学生比没有认知提示的学生表现出更高的自我效能。这项研究为认知和元认知策略在基于游戏的VR学习中的作用提供了新的见解,强调了在高度沉浸环境中支持多媒体学习的认知提示的潜在好处。
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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来源期刊
Computers & Education
Computers & Education 工程技术-计算机:跨学科应用
CiteScore
27.10
自引率
5.80%
发文量
204
审稿时长
42 days
期刊介绍: Computers & Education seeks to advance understanding of how digital technology can improve education by publishing high-quality research that expands both theory and practice. The journal welcomes research papers exploring the pedagogical applications of digital technology, with a focus broad enough to appeal to the wider education community.
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