Decoding Learner Behavior in Virtual Reality Education: Insights from Epistemic Network Analysis and Differential Sequence Mining

Antony Prakash;Ramkumar Rajendran
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Abstract

The integration of immersive Virtual Reality (I-VR) technology in education has emerged as a promising approach for enhancing learning experiences. There is a handful of research done to study the impact of I-VR on learning outcomes, comparison of learning using I-VR and other traditional learning methods, and the impact of values such as haptic sensation, and verbal and non-verbal cues on the learning outcomes. However, there is a dearth of research on understanding how learning is happening from the perspective of the behavior of the learners in the Virtual Reality Learning Environment (VRLE). To address this gap, we developed an Interaction Behavioral Data (IBD) logging mechanism to log all the interaction traces that constitute the behavior of the learners in a Virtual Reality Learning Environment (VRLE). We deployed the IBD logging mechanism in a VRLE used to learn electromagnetic induction concepts and conducted a study with 30 undergraduate computer science students. We extract the learners' actions from the logged data and contextualize them based on the action features such as duration (Long and Short), and frequency of occurrence (First and Repeated occurrence). In this paper, we investigate the actions extracted from logged interaction trace data to understand the behaviors that lead to high and low performance in the VRLE. Using Epistemic Network Analysis (ENA), we identify differences in prominent actions and co-occurring actions between high and low performers. Additionally, we apply Differential Sequence Mining (DSM) to uncover significant action patterns, involving multiple actions, that are differentially frequent between these two groups. Our findings demonstrate that high performers engage in structured, iterative patterns of experimentation and evaluation, while low performers exhibit less focused exploration patterns. The insights gained from ENA and DSM highlight the behavioral variations between high and low performers in the VRLE, providing valuable information for enhancing learning experiences in VRLEs. These insights gained can be further utilized by the VR content developers to develop adaptive VR learning content by providing personalized scaffolding leading to the enhancement in the learning process via I-VR.
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解码虚拟现实教育中的学习者行为:来自认知网络分析和差分序列挖掘的见解。
沉浸式虚拟现实(I-VR)技术在教育中的整合已经成为增强学习体验的一种有前途的方法。有一些研究研究了I-VR对学习结果的影响,比较了使用I-VR和其他传统学习方法的学习,以及触觉、语言和非语言提示等价值观对学习结果的影响。然而,从虚拟现实学习环境(VRLE)中学习者行为的角度来理解学习是如何发生的,目前还缺乏相关研究。为了解决这一差距,我们开发了一种交互行为数据(IBD)日志记录机制,以记录构成虚拟现实学习环境(VRLE)中学习者行为的所有交互痕迹。我们在一个用于学习电磁感应概念的VRLE中部署了IBD测井机制,并对30名计算机科学专业的本科生进行了研究。我们从记录的数据中提取学习者的动作,并根据动作特征(如持续时间(长和短)和发生频率(第一次和重复发生)将它们上下文化。在本文中,我们研究了从记录的交互跟踪数据中提取的操作,以了解导致VRLE中高性能和低性能的行为。使用认知网络分析(ENA),我们确定了高绩效和低绩效之间突出行为和共同发生行为的差异。此外,我们应用差分序列挖掘(DSM)来发现重要的动作模式,涉及多个动作,这些动作在这两组之间的频率不同。我们的研究结果表明,高绩效的人参与结构化的、迭代的实验和评估模式,而低绩效的人则表现出不那么专注的探索模式。从ENA和DSM中获得的见解突出了VRLE中高绩效和低绩效之间的行为差异,为加强VRLE的学习经验提供了有价值的信息。这些见解可以被VR内容开发者进一步利用,通过提供个性化的脚手架来开发自适应的VR学习内容,从而通过I-VR增强学习过程。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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