Bridging the Headset: Engagement, Collaboration and Learning In and Around Virtual Reality

Betty Tärning, Agneta Gulz, Jens Nirme
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Abstract

To study engagement and learning we developed an asymmetric collaborative version of an existing VR-experience about environmental sustainability, enabling student teams of three, with only one wearing a headset at any time, to collaborate in three different virtual reality subgames. We compared this collaborative version to a non-collaborative version in a between-subjects experimental study (n = 20), finding that student teams using the collaborative version interacted to a larger extent while performing the subgames. The students in these teams self- reported a higher level of engagement, and observations suggested that interactions extended beyond necessary instructions. We did not find any significant differences when it comes to learning measured by scores on pre- and post-knowledge tests, but quantitative analysis of responses indicates that the VR-experience affected students overall and a qualitative analysis of an open question suggested a particular effect on the collaborative teams. Logged performance data indicated that collaborative teams managed to solve the tasks involved in the subgames at least as efficiently as the teams using the non-collaborative version.
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连接耳机:虚拟现实内外的参与、协作和学习
为了研究参与和学习情况,我们开发了现有环境可持续性虚拟现实体验的非对称协作版本,使学生三人团队(任何时候都只有一人佩戴耳机)能够在三个不同的虚拟现实子游戏中进行协作。在一项主体间实验研究(n = 20)中,我们将该协作版与非协作版进行了比较,发现使用协作版的学生团队在进行子游戏时进行了更大程度的互动。这些团队中的学生自我报告说参与程度更高,观察结果表明互动超出了必要的指令范围。通过知识测试前后的分数来衡量学习效果,我们没有发现任何明显的差异,但对回答的定量分析表明,VR 体验对学生整体产生了影响,而对一个开放性问题的定性分析则表明,VR 体验对协作团队产生了特别的影响。记录的成绩数据表明,合作团队解决子游戏任务的效率至少与使用非合作版本的团队相当。
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