Carl Boel, Tijs Rotsaert, Martin Valcke, Tammy Schellens
{"title":"沉浸式虚拟现实中加入生成性学习策略对中学生学习成绩、内在动机和自我效能感的顺序效应","authors":"Carl Boel, Tijs Rotsaert, Martin Valcke, Tammy Schellens","doi":"10.1111/jcal.70045","DOIUrl":null,"url":null,"abstract":"<div>\n \n \n <section>\n \n <h3> Background</h3>\n \n <p>As immersive virtual reality (IVR) is increasingly being used by teachers worldwide, it becomes pressing to investigate how this technology can foster learning processes. Several authors have pointed to this need, as results on the effectiveness of IVR for learning are still inconclusive.</p>\n </section>\n \n <section>\n \n <h3> Objectives</h3>\n \n <p>To address this gap, we first investigated the effect of adding generative learning strategies, that is, teacher-led instruction and class discussion, to an interactive immersive virtual reality learning experience on learning outcomes, in terms of procedural knowledge, self-efficacy, and intrinsic motivation. Next, we tested whether the sequencing of the additional classroom activities significantly affected the outcomes.</p>\n </section>\n \n <section>\n \n <h3> Methods</h3>\n \n <p>In this value-added study, we adopted a quasi-experiment with three groups in a between-subjects design. The IVR serious game VRkeer, teaching middle school children how to ride a bicycle safely in traffic, was implemented during the study. The IVR-first group started with the IVR experience and received a more conventional lesson, in which the familiar teacher provided instruction on the topic and engaged students in critical thinking via class discussions using authentic traffic situations as case studies. The class-first group followed the reverse sequence, and the IVR-only group served as a control group with two times the IVR experience. 211 middle school students engaged in the experiment and were randomly assigned to one of the three groups, per class in their own classroom, taking ecological validity as a priority. Pre- and posttest scores were compared for procedural knowledge, self-efficacy, and intrinsic motivation (interest/enjoyment and value/usefulness).</p>\n </section>\n \n <section>\n \n <h3> Results and Conclusions</h3>\n \n <p>Our results indicate an overall significant increase in all measures, except for intrinsic motivation. Between-groups results show that the class-first group outperformed the other groups in terms of knowledge gains and intrinsic motivation, but not in self-efficacy. Our findings have both theoretical and practical implications, which are discussed alongside study limitations and future research directions.</p>\n </section>\n </div>","PeriodicalId":48071,"journal":{"name":"Journal of Computer Assisted Learning","volume":"41 3","pages":""},"PeriodicalIF":5.1000,"publicationDate":"2025-04-29","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":"{\"title\":\"A Sequencing Effect of Adding Generative Learning Strategies to Immersive Virtual Reality on Middle School Students' Performance, Intrinsic Motivation, and Self-Efficacy\",\"authors\":\"Carl Boel, Tijs Rotsaert, Martin Valcke, Tammy Schellens\",\"doi\":\"10.1111/jcal.70045\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"<div>\\n \\n \\n <section>\\n \\n <h3> Background</h3>\\n \\n <p>As immersive virtual reality (IVR) is increasingly being used by teachers worldwide, it becomes pressing to investigate how this technology can foster learning processes. Several authors have pointed to this need, as results on the effectiveness of IVR for learning are still inconclusive.</p>\\n </section>\\n \\n <section>\\n \\n <h3> Objectives</h3>\\n \\n <p>To address this gap, we first investigated the effect of adding generative learning strategies, that is, teacher-led instruction and class discussion, to an interactive immersive virtual reality learning experience on learning outcomes, in terms of procedural knowledge, self-efficacy, and intrinsic motivation. Next, we tested whether the sequencing of the additional classroom activities significantly affected the outcomes.</p>\\n </section>\\n \\n <section>\\n \\n <h3> Methods</h3>\\n \\n <p>In this value-added study, we adopted a quasi-experiment with three groups in a between-subjects design. The IVR serious game VRkeer, teaching middle school children how to ride a bicycle safely in traffic, was implemented during the study. The IVR-first group started with the IVR experience and received a more conventional lesson, in which the familiar teacher provided instruction on the topic and engaged students in critical thinking via class discussions using authentic traffic situations as case studies. The class-first group followed the reverse sequence, and the IVR-only group served as a control group with two times the IVR experience. 211 middle school students engaged in the experiment and were randomly assigned to one of the three groups, per class in their own classroom, taking ecological validity as a priority. Pre- and posttest scores were compared for procedural knowledge, self-efficacy, and intrinsic motivation (interest/enjoyment and value/usefulness).</p>\\n </section>\\n \\n <section>\\n \\n <h3> Results and Conclusions</h3>\\n \\n <p>Our results indicate an overall significant increase in all measures, except for intrinsic motivation. Between-groups results show that the class-first group outperformed the other groups in terms of knowledge gains and intrinsic motivation, but not in self-efficacy. 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A Sequencing Effect of Adding Generative Learning Strategies to Immersive Virtual Reality on Middle School Students' Performance, Intrinsic Motivation, and Self-Efficacy
Background
As immersive virtual reality (IVR) is increasingly being used by teachers worldwide, it becomes pressing to investigate how this technology can foster learning processes. Several authors have pointed to this need, as results on the effectiveness of IVR for learning are still inconclusive.
Objectives
To address this gap, we first investigated the effect of adding generative learning strategies, that is, teacher-led instruction and class discussion, to an interactive immersive virtual reality learning experience on learning outcomes, in terms of procedural knowledge, self-efficacy, and intrinsic motivation. Next, we tested whether the sequencing of the additional classroom activities significantly affected the outcomes.
Methods
In this value-added study, we adopted a quasi-experiment with three groups in a between-subjects design. The IVR serious game VRkeer, teaching middle school children how to ride a bicycle safely in traffic, was implemented during the study. The IVR-first group started with the IVR experience and received a more conventional lesson, in which the familiar teacher provided instruction on the topic and engaged students in critical thinking via class discussions using authentic traffic situations as case studies. The class-first group followed the reverse sequence, and the IVR-only group served as a control group with two times the IVR experience. 211 middle school students engaged in the experiment and were randomly assigned to one of the three groups, per class in their own classroom, taking ecological validity as a priority. Pre- and posttest scores were compared for procedural knowledge, self-efficacy, and intrinsic motivation (interest/enjoyment and value/usefulness).
Results and Conclusions
Our results indicate an overall significant increase in all measures, except for intrinsic motivation. Between-groups results show that the class-first group outperformed the other groups in terms of knowledge gains and intrinsic motivation, but not in self-efficacy. Our findings have both theoretical and practical implications, which are discussed alongside study limitations and future research directions.
期刊介绍:
The Journal of Computer Assisted Learning is an international peer-reviewed journal which covers the whole range of uses of information and communication technology to support learning and knowledge exchange. It aims to provide a medium for communication among researchers as well as a channel linking researchers, practitioners, and policy makers. JCAL is also a rich source of material for master and PhD students in areas such as educational psychology, the learning sciences, instructional technology, instructional design, collaborative learning, intelligent learning systems, learning analytics, open, distance and networked learning, and educational evaluation and assessment. This is the case for formal (e.g., schools), non-formal (e.g., workplace learning) and informal learning (e.g., museums and libraries) situations and environments. Volumes often include one Special Issue which these provides readers with a broad and in-depth perspective on a specific topic. First published in 1985, JCAL continues to have the aim of making the outcomes of contemporary research and experience accessible. During this period there have been major technological advances offering new opportunities and approaches in the use of a wide range of technologies to support learning and knowledge transfer more generally. There is currently much emphasis on the use of network functionality and the challenges its appropriate uses pose to teachers/tutors working with students locally and at a distance. JCAL welcomes: -Empirical reports, single studies or programmatic series of studies on the use of computers and information technologies in learning and assessment -Critical and original meta-reviews of literature on the use of computers for learning -Empirical studies on the design and development of innovative technology-based systems for learning -Conceptual articles on issues relating to the Aims and Scope