What variables are connected with system usability and satisfaction? Results from an educational virtual reality field trip

Maximilian C. Fink, Volker Eisenlauer, Bernhard Ertl
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Abstract

Exploring the usability of educational virtual reality (VR) is essential. Research in this area can explain the adoption of VR as a new technology, contribute to examining paths toward effective learning, and provide recommendations for effective educational design. This study investigated usability in a sample of N = 64 university students learning about simplified construction engineering topics from an interactive VR field trip. Two research objectives were pursued. First, the level of achieved usability was examined using a mixed-methods approach, including data from semi-structured interviews and a survey on system usability and satisfaction. Second, the relationships between several connected variables (ease of use, usefulness, presence, and cognitive load) and system usability and satisfaction were investigated quantitatively. With respect to the first research objective, system usability and satisfaction were evaluated positively in the interviews and rated highly in the surveys. These results indicate that VR field trips, which are increasingly replacing excursions, are regarded as an appropriate instructional method. Concerning the second research objective, ease of use, usefulness, presence, and extraneous load were found to predict system usability. Further, the factors of usefulness, presence, and intrinsic cognitive load helped explain the variance in satisfaction. These findings highlight that the variables connected to system usability and satisfaction in VR learning vary. In addition to these and other theoretical implications, practical implications and recommendations for educational design are discussed.

哪些变量与系统可用性和满意度有关?这是一次虚拟现实教育实地考察的结果
探索教育虚拟现实(VR)的可用性至关重要。这一领域的研究可以解释VR作为一种新技术的采用,有助于研究有效学习的路径,并为有效的教育设计提供建议。本研究调查了在交互式VR实地考察中学习简化建筑工程主题的N = 64名大学生的可用性。有两个研究目标。首先,使用混合方法检查了已实现的可用性水平,包括来自半结构化访谈的数据和对系统可用性和满意度的调查。其次,定量地研究了几个相关变量(易用性、有用性、存在性和认知负荷)与系统可用性和满意度之间的关系。对于第一个研究目标,系统可用性和满意度在访谈中得到了积极的评价,在调查中得到了很高的评价。这些结果表明,VR实地考察正在逐渐取代短途旅行,被认为是一种合适的教学方法。关于第二个研究目标,易用性、有用性、存在性和外部负载被发现可以预测系统可用性。此外,有用性、存在性和内在认知负荷的因素有助于解释满意度的差异。这些发现强调了与VR学习中系统可用性和满意度相关的变量各不相同。除了这些和其他理论意义之外,本文还讨论了对教育设计的实际意义和建议。
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