Immersion positively affects learning in virtual reality games compared to equally interactive 2d games

IF 1.6 Q2 INFORMATION SCIENCE & LIBRARY SCIENCE
Meredith M. Thompson, Cigdem Uz-Bilgin, M. S. Tutwiler, Melat Anteneh, J. Meija, Annie Wang, Philip Tan, Richard Eberhardt, Dwaipayan Roy, Judy Perry, E. Klopfer
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引用次数: 4

Abstract

Purpose This study isolates the effect of immersion on players’ learning in a virtual reality (VR)-based game about cellular biology by comparing two versions of the game with the same level of interactivityand different levels of immersion. The authors identify immersion and additional interactivity as two key affordances of VR as a learning tool. A number of research studies compare VR with two-dimensional or minimally interactive media; this study focuses on the effect of immersion as a result of the head mounted display (HMD). Design/methodology/approach In the game, players diagnose a cell by exploring a virtual cell and search for clues that indicate one of five possible types of cystic fibrosis. Fifty-one adults completed all aspects of the study. Players took pre and post assessments and drew pictures of cells and translation before and after the game. Players were randomly assigned to play the game with the HMD (stereoscopic view) or without the headset (non-stereoscopic view). Players were interviewed about their drawings and experiences at the end of the session. Findings Players in both groups improved in their knowledge of the cell environment and the process of translation. Players who experienced the immersive stereoscopic view had a more positive learning effect in the content assessment, and stronger improvement in their mental models of the process of translation between pre- and post-drawings compared to players who played the two-dimensional game. Originality/value This study suggests that immersion alone has a positive effect on conceptual understanding, especially in helping learners understand spatial environments and processes. These findings set the stage for a new wave of research on learning in immersive environments; research that moves beyond determining whether immersive media correlate with more learning, toward a focus on the types of learning outcomes that are best supported by immersive media.
与同等互动的2d游戏相比,沉浸感对虚拟现实游戏的学习有积极影响
目的:本研究通过比较具有相同交互性水平和不同沉浸性水平的两个版本的虚拟现实(VR)细胞生物学游戏,分离沉浸感对玩家学习的影响。作者认为沉浸感和额外的交互性是VR作为学习工具的两个关键启示。许多研究将VR与二维或最低互动媒体进行比较;本研究的重点是头戴式显示器(HMD)对沉浸感的影响。设计/方法/方法在游戏中,玩家通过探索虚拟细胞来诊断细胞,并寻找提示五种可能的囊性纤维化类型之一的线索。51名成年人完成了这项研究的所有方面。选手们在赛前和赛后进行了评估,并在赛前和赛后绘制了细胞和翻译的图片。玩家被随机分配到戴着头显(立体视角)或不戴头显(非立体视角)玩游戏。在游戏结束时,玩家会被问及他们的绘画和经历。两组球员对细胞环境和翻译过程的了解都有所提高。体验沉浸式立体视角的玩家在内容评估上的学习效果更积极,在前后转译过程的心智模型上的改善也更强。独创性/价值本研究表明,沉浸式学习对概念理解有积极的影响,尤其是在帮助学习者理解空间环境和过程方面。这些发现为沉浸式学习环境的新一波研究奠定了基础;研究不仅仅是确定沉浸式媒体是否与更多的学习相关,而是关注沉浸式媒体最能支持的学习成果类型。
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
Information and Learning Sciences
Information and Learning Sciences INFORMATION SCIENCE & LIBRARY SCIENCE-
CiteScore
9.50
自引率
2.90%
发文量
30
期刊介绍: Information and Learning Sciences advances inter-disciplinary research that explores scholarly intersections shared within 2 key fields: information science and the learning sciences / education sciences. The journal provides a publication venue for work that strengthens our scholarly understanding of human inquiry and learning phenomena, especially as they relate to design and uses of information and e-learning systems innovations.
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