Do students learn better with immersive virtual reality videos than conventional videos? A comparison of media effects with middle school girls.

A. Queiroz, G. Fauville, Fernanda Herrera, M. Leme, J. Bailenson
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引用次数: 5

Abstract

This paper presents two studies comparing the effects of educational immersive virtual reality (IVR) versus traditional videos on conceptual knowledge and self-efficacy. Learning was measured through multiple-choice questions assessing conceptual knowledge, and open-ended questions assessing knowledge understanding, knowledge application, and knowledge creation, based on Bloom’s Taxonomy of learning objectives. In Experiment 1, 53 eighth grade students from an all-girls school learned about humans’ impact on the ocean through either 360-degree videos, using a virtual reality headset, or through traditional videos, using a computer monitor. Measures were taken before and right after treatment. In Experiment 2, 139 sixth-to-eighth grade students from the same school used the same instructional material and equipment from Experiment 1, and measures were taken four times (before treatment, right after two treatment sessions, and five weeks after treatment). Also, we measured learning agency and investigated its mediation role between condition and self-efficacy. The groups did not differ on the multiple-choice scores assessing conceptual knowledge in Experiment 1. In Experiment 2, participants in the IVR group scored higher for knowledge creation than participants in the desktop group, but not knowledge understanding or knowledge application. The IVR group scored higher on self-efficacy than the desktop group in Experiment 1, but not in Experiment 2. Finally, learning agency mediated the relationship between condition and self-efficacy in Experiment 2, indicating a possible mechanism underlying immersion effects on self-efficacy. Results are discussed in light of cognitive sciences and their implication for learning in immersive virtual reality. 90% CI [0, 0.05]; knowledge application: F (1,49) = 0.01, p = 0.915, η 2 p < 0.001, 90% CI [0, 0.02] or knowledge creation: F (1,49) = 0.07, p = 0.797, η 2 p = 0.001, 90% CI [0, 0.05]). This finding suggests that more immersion did not lead to better learning in this experiment and corroborates previous studies that compared conceptual learning outcomes between IVR videos and desktops and found no significant difference in learning between these media (Harrington et al., 2018).
学生通过沉浸式虚拟现实视频比传统视频学习得更好吗?媒体效果与中学女生的比较。
本文提出了两项研究,比较了教育沉浸式虚拟现实(IVR)与传统视频对概念知识和自我效能的影响。根据Bloom的学习目标分类法,通过评估概念知识的多项选择题和评估知识理解、知识应用和知识创造的开放式问题来衡量学习。在实验1中,来自一所女子学校的53名八年级学生通过使用虚拟现实耳机的360度视频或使用计算机显示器的传统视频了解了人类对海洋的影响。治疗前和治疗后立即采取措施。在实验2中,来自同一所学校的139名六至八年级学生使用了与实验1相同的教学材料和设备,并采取了四次措施(治疗前、两次治疗后和治疗后五周)。此外,我们测量了学习能动性,并调查了其在条件和自我效能之间的中介作用。在实验一中,两组在评估概念知识的多项选择题得分上没有差异。在实验2中,IVR组的参与者在知识创造方面的得分高于桌面组的参与者,但在知识理解或知识应用方面没有得分。在实验1中,IVR组的自我效能感得分高于桌面组,但在实验2中没有。最后,在实验2中,学习中介调节了条件与自我效能感之间的关系,表明了沉浸效应对自我效能感的潜在机制。从认知科学的角度讨论了研究结果及其对沉浸式虚拟现实学习的启示。90%CI[0.05];知识应用:F(1,49)=0.01,p=0.915,η2p<0.001,90%CI[0,0.02]或知识创造:F(1.49)=0.07,p=0.797,η2p=0.001,90%CI[0],0.05])。这一发现表明,在本实验中,更多的沉浸感并不能带来更好的学习,并证实了之前的研究,这些研究比较了IVR视频和台式机之间的概念学习结果,发现这些媒体之间的学习没有显着差异(Harrington等人,2018)。
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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CiteScore
8.30
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