Development and testing of a model for explaining learning and learning-related factors in immersive virtual reality

Emmanuel Fokides, Panagiotis Antonopoulos
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Abstract

Many believe that immersive virtual reality (IVR) possesses transformative potential for a plethora of human activities that are mediated via technology, including education. In light of this, it is critically important to understand the determinants that influence learning in IVR environments and the interrelations among these determinants. For that matter, a model was developed that encapsulated ten potential factors influencing learning outcomes. Three hundred and thirty-four university students interacted with a purpose-built application that presented ancient Greek inventions through the use of head-mounted displays. Data analysis, adhering to a structural equation modeling approach, indicated that a multitude of factors exerted a positive influence on learning outcomes. These included the perceived quality of graphics, the perceived quality of feedback and content, and the perceived degree of interaction. Moreover, intrinsic motivation and the immersive experience that IVR provides also demonstrated a positive impact. Conversely, the perceived cognitive load and symptoms of simulator sickness manifested a negative impact. Interestingly, these factors did not appear to inhibit learners' motivation or their positive feelings. Age did not have any effect, while gender seemed to have an impact only on immersion. The implications of the results are also discussed.

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开发和测试用于解释沉浸式虚拟现实中的学习和学习相关因素的模型
许多人认为,身临其境的虚拟现实(IVR)对以技术为媒介的大量人类活动(包括教育)具有变革潜力。有鉴于此,了解影响 IVR 环境中学习的决定因素以及这些决定因素之间的相互关系至关重要。为此,我们建立了一个模型,囊括了影响学习效果的十个潜在因素。334 名大学生与一个专门设计的应用程序进行了互动,该应用程序通过使用头戴式显示器展示了古希腊的发明。采用结构方程建模方法进行的数据分析显示,多种因素对学习效果产生了积极影响。这些因素包括图形的感知质量、反馈和内容的感知质量以及互动的感知程度。此外,IVR 提供的内在动力和身临其境的体验也产生了积极影响。相反,感知到的认知负荷和模拟器病症状则产生了负面影响。有趣的是,这些因素似乎并没有抑制学习者的动机或积极情绪。年龄没有任何影响,而性别似乎只对沉浸感有影响。本文还讨论了这些结果的影响。
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