On the Quality of the Experience With Virtual Reality-Based Instructional Tools for Science Lab Activities

IF 4 2区 教育学 Q1 EDUCATION & EDUCATIONAL RESEARCH Journal of Educational Computing Research Pub Date : 2024-08-28 DOI:10.1177/07356331241270658
Alberto Cannavò, Federico De Lorenzis, Filippo Gabriele Pratticò, Lorenzo Galante, Fabrizio Lamberti
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Abstract

Today, immersive technologies like Virtual Reality (VR) are regarded as disruptive tools in many domains, including education. While the body of literature in the field is growing, studies that present contrasting findings are not uncommon. In fact, although there is evidence of the benefits brought by VR in the educational processes, in some cases the effects of a possible trade-off between learning effectiveness and quality of the learning experience (or QoLE) may be observed. The two dimensions are difficult to disentangle, as besides learning effectiveness, other factors like motivation, technology acceptability, workload, presence, immersion, engagement, and usability come to play. This paper digs into the above scenario by focusing on the QoLE of immersive VR-based learning and comparing it with that of two conventional approaches (a physical prop-based one and a 3D desktop application). Separation of the two dimensions is pursued by imposing equality of the learning performance achieved with the three approaches, aiming at getting rid of possible confounding factors. From the results of the user study performed in the context of a STEM-related laboratory activity, the VR-based approach appeared to be generally superior to the prop-based approach and showed several advantages over the 3D desktop application.
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在科学实验活动中使用虚拟现实教学工具的体验质量
如今,虚拟现实(VR)等沉浸式技术被认为是包括教育在内的许多领域的颠覆性工具。虽然该领域的文献越来越多,但研究结果截然相反的情况并不少见。事实上,尽管有证据表明 VR 在教育过程中带来了好处,但在某些情况下,学习效果和学习体验质量(或 QoLE)之间可能存在权衡。这两个方面很难区分,因为除了学习效果,还有其他因素,如动机、技术可接受性、工作量、临场感、沉浸感、参与度和可用性等。本文通过关注基于虚拟现实的沉浸式学习的 QoLE,并将其与两种传统方法(基于实物道具的方法和三维桌面应用程序)进行比较,对上述情况进行了深入研究。为了将这两个维度区分开来,我们对三种方法的学习效果进行了比较,目的是排除可能存在的干扰因素。从在与 STEM 相关的实验室活动中进行的用户研究结果来看,基于 VR 的方法总体上优于基于道具的方法,并且与 3D 桌面应用程序相比显示出若干优势。
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来源期刊
Journal of Educational Computing Research
Journal of Educational Computing Research EDUCATION & EDUCATIONAL RESEARCH-
CiteScore
11.90
自引率
6.20%
发文量
69
期刊介绍: The goal of this Journal is to provide an international scholarly publication forum for peer-reviewed interdisciplinary research into the applications, effects, and implications of computer-based education. The Journal features articles useful for practitioners and theorists alike. The terms "education" and "computing" are viewed broadly. “Education” refers to the use of computer-based technologies at all levels of the formal education system, business and industry, home-schooling, lifelong learning, and unintentional learning environments. “Computing” refers to all forms of computer applications and innovations - both hardware and software. For example, this could range from mobile and ubiquitous computing to immersive 3D simulations and games to computing-enhanced virtual learning environments.
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