虚拟现实中的心流体验:学习相关变量的复杂交互结构研究

Miriam Mulders
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摘要

理论背景:在虚拟现实(VR)中学习变得越来越重要。在这种情况下,VR似乎特别有利于情感学习目标,例如VR演员的换位思考。以往的研究往往侧重于调查不同VR可视化技术对学习结果的直接影响的因果关系。对学习相关变量的更复杂的星座进行的研究很少。因此,本研究旨在设计一种既可用于研究虚拟现实可视化技术的直接影响,又可用于研究虚拟现实中潜在的学习过程变量的中介作用的研究设计。为此,研究设计将通过比较基于头戴式显示器(HMD)的VR与基于笔记本电脑的VR,就预期的学习目标进行实验测试,并控制潜在学习过程的影响(这里:VR中的心流体验)。方法:招募八、九年级学生132名。受试者被分配到实验条件(HMD vs.笔记本电脑)。VR内容涉及二战期间安妮·弗兰克在阿姆斯特丹的藏身之处的探索。采用问卷调查的方式收集了社会人口学特征、知识获取、换位思考、主观评价和学习过程变量流等数据。结果:在所有学习指标的平均值上发现了变量VR可视化技术的显著主效应。然而,基于hmd的虚拟现实在两个评价指标和情感学习指标上都有优势。认知学习指标则相反。比单向关系更相关的是中介效应。通过心流体验的中介效应被多次发现。因此,即使在很大程度上只能确定评价指标的影响,VR内的心流体验可以显著地解释VR可视化技术与学习成果之间的因果关系。结论:本研究表明,对虚拟现实可视化技术和学习过程变量之间复杂交互结构的研究有助于理解虚拟现实环境中的学习。揭示了基于hmd的VR在某些学习指标上优于基于笔记本电脑的VR的优势。中介分析的重要发现表明,VR可视化技术对学习参数的直接影响可以通过学习过程变量(如心流体验)来解释,如果不考虑这些学习过程,则会被系统地高估。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
EXPERIENCING FLOW IN VIRTUAL REALITY: AN INVESTIGATION OF COMPLEX INTERACTION STRUCTURES OF LEARNING-RELATED VARIABLES
Theoretical background: Learning in virtual realities (VR) has become increasingly important. In this context, VR appears to be particularly conducive to affective learning objectives, such as perspective-taking in VR actors. Previous research has often focused on investigating cause-effect relationships that focus on the direct effects of different VR visualization technologies on learning outcomes. Little research has been conducted on more complex constellations of learning-related variables. Therefore, the present study aims at elaborating a research design that can be used to investigate both the direct effects of VR visualization technologies as well as the mediating effects of learning process variables latent in VR. For this purpose, the research design will be experimentally tested by comparing head-mounted display (HMD)-based VR with laptop-based VR with respect to the intended learning objectives, and controlling for influences by underlying learning processes (here: the experience of flow within VR). Methods: 132 students of grades eight and nine were recruited. The subjects were assigned to experimental conditions (HMD vs. laptop). The VR content dealt with the exploration of the hiding place of Anne Frank at the time of World War II in Amsterdam. Questionnaires were used to collect several data including sociodemographic characteristics, knowledge gain, perspective-taking, subjective evaluation, and the learning process variable flow. Results: A significant main effect for the variable VR visualization technology was uncovered averaged across all learning indicators. However, a superiority of HMD-based VR was found for the two evaluative indicators and also for the affective learning indicator. For the cognitive learning indicator, the effect was reverse. More relevant than unidirectional relationships are the mediating effects. Mediating effects through the experience of flow were discovered several times. Thus, the experience of flow within VR can significantly explain the cause-effect relationships between VR visualization technology and learning outcomes, even if, for the most part, only effects for evaluative indicators could be determined. Conclusion: The present study was able to exemplify that the investigation of complex interaction structures of VR visualization technologies and learning process variables can make a large contribution to the understanding of learning in VR environments. Advantages of HMD-based VR over laptop-based VR with respect to some learning indicators were uncovered. The significant findings of the mediation analyses point to the fact that the direct effects of VR visualization technologies on parameters of learning can be significantly explained by learning process variables such as flow experience and are systematically overestimated if such learning processes are not taken into account.
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