Does Embodiment in Virtual Reality Boost Learning Transfer? Testing an Immersion-Interactivity Framework

IF 10.1 1区 心理学 Q1 PSYCHOLOGY, EDUCATIONAL Educational Psychology Review Pub Date : 2024-10-04 DOI:10.1007/s10648-024-09956-0
Sara Klingenberg, Robin Bosse, Richard E. Mayer, Guido Makransky
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Abstract

This study investigates the role of embodiment when learning a technical procedure in immersive virtual reality (VR) by introducing a framework based on immersion and interactivity. The goal is to determine how increasing the levels of immersion and interactivity affect learning experiences and outcomes. In a 2 × 2 factorial design, 177 high school students were assigned to one of four experimental conditions, varying levels of immersion (learning in immersive virtual reality wearing a head-mounted display (VR) vs. learning via a computer screen (PC)) and interactivity (directly manipulating objects using controllers/mouse and keyboard (congruent) vs. indirectly manipulating objects with a laser pointer to select a course of action (incidental)). The main outcome measure was a transfer task in which students were required to perform the task they had learned in the virtual environment using concrete objects in real life. Results demonstrated that students in the VR conditions experienced significantly higher levels of presence, agency, location, body ownership, and embodied learning compared to participants in the PC conditions. Additionally, students’ performance during the virtual lesson predicted their real-life transfer test. However, there were no significant effects of immersion or interactivity on any of the transfer measures. The results suggest that high immersion in VR can increase self-reported measures of presence, agency, location, body ownership, and embodied learning among students. However, increased embodiment—manipulated by adding immersion and congruent manipulation of objects did not improve transfer.

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虚拟现实中的体现会促进学习迁移吗?测试沉浸-互动框架
本研究通过引入一个基于沉浸感和交互性的框架,研究在沉浸式虚拟现实(VR)中学习技术程序时的体现作用。目的是确定提高沉浸感和交互性水平会如何影响学习体验和结果。在一个 2 × 2 的因子设计中,177 名高中生被分配到四个实验条件之一,这四个条件的沉浸度(佩戴头戴式显示器(VR)在沉浸式虚拟现实中学习与通过计算机屏幕(PC)学习)和交互性(使用控制器/鼠标和键盘直接操作对象(一致)与使用激光笔间接操作对象以选择行动方案(偶然))各不相同。主要的结果测量是一项迁移任务,要求学生利用现实生活中的具体物体来完成他们在虚拟环境中学到的任务。结果表明,与 PC 条件下的参与者相比,VR 条件下的学生体验到了明显更高水平的存在感、代理、位置、身体所有权和具身学习。此外,学生在虚拟课程中的表现也预示了他们在现实生活中的迁移测试。然而,沉浸感或互动性对任何迁移测量都没有明显的影响。研究结果表明,在虚拟现实中的高度沉浸可以提高学生自我报告的存在感、代理、位置、身体所有权和具身学习等指标。然而,通过增加沉浸感和对物体的一致操作来提高体现-操纵并不能改善迁移效果。
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来源期刊
Educational Psychology Review
Educational Psychology Review PSYCHOLOGY, EDUCATIONAL-
CiteScore
15.70
自引率
3.00%
发文量
62
期刊介绍: Educational Psychology Review aims to disseminate knowledge and promote dialogue within the field of educational psychology. It serves as a platform for the publication of various types of articles, including peer-reviewed integrative reviews, special thematic issues, reflections on previous research or new research directions, interviews, and research-based advice for practitioners. The journal caters to a diverse readership, ranging from generalists in educational psychology to experts in specific areas of the discipline. The content offers a comprehensive coverage of topics and provides in-depth information to meet the needs of both specialized researchers and practitioners.
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