An educational experience in ancient Rome to evaluate the impact of virtual reality on human learning processes

Paolo Boffi , Monica Clerici , Alberto Gallace , Pier Luca Lanzi
{"title":"An educational experience in ancient Rome to evaluate the impact of virtual reality on human learning processes","authors":"Paolo Boffi ,&nbsp;Monica Clerici ,&nbsp;Alberto Gallace ,&nbsp;Pier Luca Lanzi","doi":"10.1016/j.cexr.2023.100014","DOIUrl":null,"url":null,"abstract":"<div><p>Immersive Virtual Reality technology has recently gained significant attention and is expanding its applications to various fields. It also has many advantages in education, as it allows to both simplify the explanation of complex topics through their visualization, and explore lost or unreachable environments. To evaluate the impact of immersive experiences on learning outcomes we developed an educational experience that lets users visit an ancient Roman Domus and provides information about daily life in Roman times. We designed a between-subjects data collection to investigate learning ratio, user experience, and cybersickness of participants through anonymous questionnaires. We collected 76 responses of participants (18–35 y.o.) divided into three conditions: a Immersive Virtual Reality experience, a slide-based lecture and a 2D desktop-based experience. Our results show that the virtual reality experience is considered more engaging and as effective as more traditional 2D and slide-based experiences in terms of learning.</p></div>","PeriodicalId":100320,"journal":{"name":"Computers & Education: X Reality","volume":"2 ","pages":"Article 100014"},"PeriodicalIF":0.0000,"publicationDate":"2023-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Computers & Education: X Reality","FirstCategoryId":"1085","ListUrlMain":"https://www.sciencedirect.com/science/article/pii/S2949678023000089","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 0

Abstract

Immersive Virtual Reality technology has recently gained significant attention and is expanding its applications to various fields. It also has many advantages in education, as it allows to both simplify the explanation of complex topics through their visualization, and explore lost or unreachable environments. To evaluate the impact of immersive experiences on learning outcomes we developed an educational experience that lets users visit an ancient Roman Domus and provides information about daily life in Roman times. We designed a between-subjects data collection to investigate learning ratio, user experience, and cybersickness of participants through anonymous questionnaires. We collected 76 responses of participants (18–35 y.o.) divided into three conditions: a Immersive Virtual Reality experience, a slide-based lecture and a 2D desktop-based experience. Our results show that the virtual reality experience is considered more engaging and as effective as more traditional 2D and slide-based experiences in terms of learning.

古罗马的教育经验,以评估虚拟现实对人类学习过程的影响
沉浸式虚拟现实技术最近受到了极大的关注,并正在将其应用扩展到各个领域。它在教育中也有很多优势,因为它既可以通过可视化简化复杂主题的解释,也可以探索丢失或无法到达的环境。为了评估沉浸式体验对学习结果的影响,我们开发了一种教育体验,让用户可以参观古罗马圆顶,并提供有关罗马时代日常生活的信息。我们设计了一个受试者之间的数据收集,通过匿名问卷调查参与者的学习率、用户体验和网络病。我们收集了76名参与者(18-35岁)的回复,分为三种情况:沉浸式虚拟现实体验、基于幻灯片的讲座和基于2D桌面的体验。我们的研究结果表明,在学习方面,虚拟现实体验被认为比传统的2D和基于幻灯片的体验更具吸引力和效果。
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
自引率
0.00%
发文量
0
×
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