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1.
This study examined how desktop virtual reality (VR) enhances learning and not merely does desktop VR influence learning. Various relevant constructs and their measurement factors were identified to examine how desktop VR enhances learning and the fit of the hypothesized model was analyzed using structural equation modeling. The results supported the indirect effect of VR features to the learning outcomes, which was mediated by the interaction experience and the learning experience. Learning experience which was individually measured by the psychological factors, that is, presence, motivation, cognitive benefits, control and active learning, and reflective thinking took central stage in affecting the learning outcomes in the desktop VR-based learning environment. The moderating effect of student characteristics such as spatial ability and learning style was also examined. The results show instructional designers and VR software developers how to improve the learning effectiveness and further strengthen their desktop VR-based learning implementation. Through this research, an initial theoretical model of the determinants of learning effectiveness in a desktop VR-based learning environment is contributed. 相似文献
2.
We examined a model of the impact of a 3D desktop virtual reality environment on the learner characteristics (i.e. perceptual and psychological variables) that can enhance chemistry-related learning achievements in an introductory college chemistry class. The relationships between the 3D virtual reality features and the chemistry learning test as it relates to the selected perceptual (spatial orientation and usability) and psychological (self-efficacy and presence) variables were analyzed using the structural equation modeling approach. The results supported all the hypothesized relationships except one. Usability strongly mediated the relationship between 3D virtual reality features, spatial orientation, self-efficacy, and presence. Spatial orientation and self-efficacy had statistically significant, positive impact on the chemistry learning test. The results indicate that 3D virtual reality-based instruction is effective for enhancing students’ chemistry achievement. Overall, this study contributed a research model that can help increase the effectiveness of desktop virtual reality environments for enhancing spatial ability and science achievement. Moreover, this study provides insight to science educators, instructional designers, and multimedia developers who are interested in designing science-based instruction using instructional design principles. 相似文献
3.
The purpose of the present study was to examine the effects of English proficiency (low vs. high) and material presentation mode (single channel vs. dual channel) on English listening comprehension, cognitive load and learning attitude in a ubiquitous learning environment. An experimental learning activity was implemented using PDA as a learning tool to facilitate learning. A quasi-experimental design was employed with university students participating in the experiment. The results revealed that (a) high English proficiency learners had significantly better English listening comprehension and lower intrinsic and extraneous load than low English proficiency learners; (b) both high and low English proficiency learners learning with dual channel had significantly better English listening comprehension and held more positive attitude toward the ubiquitous learning environment than learners learning with single channel; (c) for learners learning with single channel, low English proficiency learners had significantly higher extraneous load than high English proficiency learners; and (d) for low English proficiency learners, learners who learned with dual channel possessed significantly lower extraneous load than learners who learned with single channel. The suggestions for educators and instructional designers were also discussed in the present study. 相似文献
4.
Does the immersive design of an educational gaming environment affect learners’ virtual presence and how much do they learn? Does virtual presence affect learning? This study tries to answer these questions by examining the differences in virtual presence and learning outcomes in two different computer-based multimedia environments: a gaming environment with high immersive design vs. hypertext learning environment with low immersive design. As the main focus, the effect of virtual presence on learning is also explained and tested. By identifying virtual presence as a variable that may determine learning, it is argued that computer gaming environments present a new challenge for researchers to investigate, particularly, the effects of virtual presence on the immersive design of games in order to help designers to predict which instructional configurations will maximize learning performance. In general, results revealed that the high-immersive gaming environment leads to the strongest form of virtual presence but also decreased learning. Although regression analyses indicate that virtual presence positively influences trivial- and non-trivial learning outcomes, learners who learned in a low-immersive environment outperformed the gaming group. A mediation analysis showed that the relation between virtual presence and non-trivial learning outcomes is partly mediated through increased cognitive load. 相似文献
5.
The development of virtual reality (VR) in enhancing the effectiveness of the learning process, with its interactive, immersive, and intuitive pedagogical environment, has become a necessity for corporations with increasingly complex operations. However, VR users’ perceptions, openness and learning effectiveness are seldom comprehensively evaluated, particularly in learning complex industrial operations. In this study, grounded in the technology acceptance model, a moderated mediation model of perceived usefulness, ease of use, openness to experience, and engagement in VR-based learning was developed. The model was empirically validated using responses collected from 321 users who were trained on aircraft and cargo terminal operations powered by a novel VR-based learning platform. A survey to measure openness to experience and a pre-training performance test were carried out, followed by a post-training survey of learners’ intrinsic factors, including the influence of perceived usefulness, openness to experience, and attitude towards learning. The study revealed that learners with an open attitude towards experiencing new technology tend to perceive VR technology as a useful platform for training. In addition, the learners with more positive views of VR technology-supported training were more engaged in learning. 相似文献
6.
Virtual reality-based neuropsychological assessment has unique features that have the potential to increase the level of ecological validity of test results. Based on findings from the literature on the task difficulty of cognitive tasks embedded into virtual environments, we aimed to explore the task difficulty hypothesis of virtual reality in memory assessment. Our main objective was to test for differences or equivalences between performance on explicit and on implicit memory tasks in three learning environments: a computerized measure, a 3D desktop environment, and a 3D virtual environment. Seventy-seven healthy participants, aged between 19 and 39 years old, enrolled in the study and were randomly assigned to the learning conditions and responded to typical virtual reality measures. Outcomes of explicit and implicit memory resulted after applying Process Dissociation Procedure. One-way analysis of variance did not reveal a significant main effect of learning environment on explicit memory performance and equivalence testing showed similar performance on implicit memory across the learning conditions. In our study, both controlled and automatic memory processes were not influenced by the learning environment. 相似文献
7.
为了提高自主学习质量,文章针对云计算和自主学习的特点设计基于虚拟桌面的自主学习系统。基于虚拟桌面的自主学习模式通过即时反馈功能,提出学习建议和操作示范,在交互学习环境中,不断提供并优化技能学习支持服务,较好的解决了学习过程中时间不连续性及环境变化的影响,较好的满足了学生的需求,并有效提高了学生的专业技能。 相似文献
8.
Empirical studies that focus on the impact of three‐dimensional (3D) visualizations on learning are to date rare and inconsistent. According to the ability‐as‐enhancer hypothesis, high spatial ability learners should benefit particularly as they have enough cognitive capacity left for mental model construction. In contrast, the ability‐as‐compensator hypothesis proposes that low spatial ability learners should gain particular benefit from explicit graphical representations as they have difficulty mentally constructing their own visualizations. This study examines the impact that interactive 3D models implemented within a hypermedia‐learning environment have on understanding of cell biology. Test scores in a subsequent knowledge acquisition test demonstrated a significant interaction term between students' spatial ability and presence/absence of 3D models. Only students with high spatial ability benefited from the presence of 3D models, while low spatial ability students got fewer points when learning this way. When using 3D models, high spatial ability students perceived their cognitive load to be low whereas the opposite was true for low spatial ability students. The data suggest that students with low spatial ability became cognitively overloaded by the presence of 3D models, while high spatial ability students benefited from them as their total cognitive load remained within working memory limits. 相似文献
9.
The present Aptitude-Treatment-Interaction (ATI) study investigates the learner characteristic spatial ability (aptitude) and the variation of mental-animation prompts (treatment: no vs. mental-animation prompts). A group of high-school students ( N = 94) learned about a biology topic through learner-paced multimedia instruction. Some of the learners received mental-animation prompts and others learned without prompts. A fine-grained analysis with spatial ability as continuous aptitude variable and mental animation as treatment showed a positive learning effect of animation prompts in learning outcomes of processes, but not in knowledge about structures. In addition, spatial ability only modified the relationship between animation prompts and learning when analyzing knowledge about processes. Specifically, only learners of low to medium spatial ability profited from the prompts while learners with very low or high spatial ability had comparable results when learning with or without prompts. In addition, only learners with high spatial ability rated their cognitive load to be significantly higher when learning with prompts. Results align with the assumptions of the production deficiency of learners with low to medium spatial ability, mediation deficiency of learners with very low spatial ability and stable learning performance of learners with high spatial ability whatever the learning situation offers. 相似文献
10.
Background Virtual reality (VR) is considered a promising approach to support learning. An instructional design is essential to optimize cognitive processes. Studies show that VR has unique instructional and pedagogical requirements. Objectives To evaluate the effectiveness and applicability of the modality principle, which was previously validated in 2D classic multimedia, for learning with VR. The modality principle states that multimedia information presented as spoken narration is superior to on-screen text. Methods A prospective experimental study with two compared conditions of instruction: VR-based learning guided by on-screen text (n = 34) versus spoken narration ( n = 28). Students' cognitive learning experiences were captured by eye-tracking and electrodermal activity (EDA). In addition, students' knowledge was evaluated using a pre–post knowledge test. Results and Conclusions Overall, there was no significant difference in knowledge retention between the participants who learned with on-screen text compared to spoken narration. However, results from the eye-tracking analysis showed that students who learned with the on-screen text devoted longer visual attention toward important learning activity areas of interest, suggesting a better ability to discern between relevant and irrelevant information. Conversely, students who learned with the spoken narration expressed significantly more EDA peak responses, proposing a higher cognitive load. Implications This study outlines that while learning with VR was effective, the modality principle might not apply to learning with VR. Moreover, the analysis of the learning process suggests even an inverse effect, favouring the provision of instructional scaffolds as on-screen text. Future research should evaluate this effect on long-term knowledge retention. 相似文献
11.
As immersive virtual reality (IVR) systems proliferate in classrooms, it is important to understand how they affect learning outcomes and the underlying affective and cognitive processes that may cause these outcomes. Proponents argue that IVR could improve learning by increasing positive affective and cognitive processing, thereby supporting improved performance on tests of learning outcome, whereas opponents of IVR contend that it could hurt learning by increasing distraction, thereby disrupting cognitive learning processes and leading to poorer learning outcomes. In a media comparison study, students viewed a biology lesson either as an interactive animated journey in IVR or as a slideshow on a desktop monitor. Those who viewed the IVR lesson performed significantly worse on transfer tests, reported higher emotional arousal, reported more extraneous cognitive load and showed less engagement based on EEG measures than those who viewed the slideshow lesson, with or without practice questions added to the lessons. Mediational analyses showed that the lower retention scores for the IVR lesson were related to an increase in self-reported extraneous cognitive load and emotional arousal. These results support the notion that immersive environments create high affective and cognitive distraction, which leads to poorer learning outcomes than desktop environments. 相似文献
12.
This experimental study investigates the effect on the examination performance of a cohort of first‐year undergraduate learners undertaking a Unified Modelling Language (UML) course using an adaptive learning system against a control group of learners undertaking the same UML course through a traditional lecturing environment. The adaptive learning system uses two components for the creation of suitable content for individual learners: a content analyser that automatically generates metadata describing cognitive resources within instructional content and a selection model that utilizes a genetic algorithm to select and construct a course suited to the cognitive ability and pedagogic preference of an individual learner, defined by a digital profile. Using the Kruskal–Wallis H test, it was determined that there was a statistically significant difference between the control group of learners and the learners that participated in the UML course using the adaptive learning system following an examination once the UML course concluded, with p = 0.005, scoring on average 15.71% higher using the adaptive system. However, this observed statistically significant difference observed a small effect size of 20%. 相似文献
13.
The purpose of the present study was to examine the differences in English listening achievement and three types (intrinsic, extraneous, and germane) of cognitive load between outdoor ubiquitous learning (u-learning) and indoor computer-assisted learning (CAL). Participants included 160 university students taking a freshman English course, with 53 males and 107 females. They were randomly assigned to either an experimental group (outdoor u-learning) with 80 participants or a control group (indoor CAL) with 80 participants. The instructional experiment lasted three weeks. The results showed that (a) the experimental group had significantly better English listening achievement than the control group; (b) the experimental group had significantly lower extraneous but higher germane cognitive load than the control group, and both groups did not have a significantly different intrinsic cognitive load; (c) there was a significantly negative relationship between English listening achievement and extraneous cognitive load, a significantly positive relationship between English listening achievement and germane cognitive load, but no significant relationship between English listening achievement and intrinsic cognitive load; and (d) among three types of cognitive loads, only extraneous and germane cognitive loads had a significant correlation. The study may provide some implications for English teaching and u-learning. 相似文献
14.
This study seeks to examine the impact of individual differences in the spatial ability of learners to integrate verbal information and three modes of visual representations. Several hypotheses were tested, including that (1) individual difference in spatial ability should influence the learning of theoretical knowledge when the instructional materials present a static visual representation at the lowest motion cue richness, and (2) both animations and the static visual representation containing motion cues should be more effective than static visual representation, especially for learners with low spatial ability. In the experiment, 60 learners were classified as having either low or high spatial ability on the basis of their performance on the Kit of Factor Referenced Cognitive Tests. The learners got knowledge from written explanations describing a four-stroke engine mechanism in a computer-based format. Also, written explanations were reinforced by corresponding visual representations with three levels of motion cue richness (static images, static images with motion cues or animations). Understanding was measured by a problem-solving transfer test. The results indicate that (1) presenting written explanations with corresponding animations did not improve performance of the learners with high spatial ability, (2) for the learners with low spatial ability, learning was enhanced by the use of animations, (3) merely adding motion cues to the static visual representation did not improve learning of the learners with low spatial ability, and (4) use of animations did not help learners with low spatial ability more than those with high spatial ability. 相似文献
15.
Spatial ability has been recognized as one of the most important factors affecting the mathematical performance of students. Previous studies on spatial learning have mainly focused on developing strategies to shorten the problem-solving time of learners for very specific learning tasks. Such an approach usually has limited effects on improving the mathematical performance of students. In this study, a cognitive analysis approach is proposed for developing spatial learning tools by taking game characteristics into consideration. Moreover, the validation of the cognitive components of the spatial sense test for constructing two different kinds of intervention is verified, and the effects of the interventions are compared. To evaluate the performance of the proposed approach, an experiment was conducted on the mathematics course of an elementary school. The experimental results show that the spatial learning tool promotes not only the learning achievement, but also the spatial sense of the students. 相似文献
16.
Abstract The paper presents the main design issues of a distance learning course on Business on the Internet. The instructional design is based on a learner-centred instructional strategy which allows learners to construct their own knowledge while solving real business problems and transferring their knowledge to other learners. They learn autonomously taking the responsibility for their learning and following their individual cognitive styles, interests, preferences. The learners have access to the Internet being members of a global, cooperative learning community. The learning community involves students and tutors who collectively take responsibility for the design and evaluation of the course content and the teaching methods to be applied. Both students and tutors inhabit a virtual learning environment that offers different virtual places and services: virtual university, virtual enterprise, auditoriums, workshop rooms, cafes, libraries, etc. where students from different locations can meet, interact, learn and work together, as if they were face-to-face. 相似文献
17.
A representational theory of the mind suggests that human experiences and activities are underpinned by mental representations. This abstract task representation paradigm may explain a cognitive benefit of dynamic instructional visualisations over static alternative in the acquisition of novel procedural motor skills. In this sequel work, we explore and extend this view through empirical investigations of novel skill acquisitions in a separate but related domain of spatial navigation. We compare the post-learning virtual maze navigational performance of sixty novel learners across two groups. After controlling for spatial orientation ability and prior video gaming experience, participants that learned the task using dynamic instructional visualisations recorded significantly better performance measures than those in the static group. Additionally, within-group comparisons also show that the beneficial advantage of dynamic instructional visualisations over statics remained consistent across different task complexities. These findings provide further evidence to support the view that dynamic instructional visualisations afford more efficient transfer of novel procedural skills through computer based training than static visualisations. This has implications for instructional design especially when rapid novel situational awareness is desired such as in briefings for emergency firefighting or tactical military operations. 相似文献
18.
This paper describes an experiment that compared learners with contrasting learning styles, Active vs. Reflective, using three different strategies for learning programming via worked-examples: Paired-method, Structure-emphasising, and Completion. The quality of the learners’ acquired cognitive schemata was assessed in terms of their post-test performance. The experiment investigated variations in learners’ cognitive load, taking both the learning strategies and the learners’ learning styles into account. Overall, the results of the experiment were inconsistent. In comparing the effects of the strategies during the learning phase, the study found significant differences in cognitive load. Unexpectedly, no differences were then detected either in cognitive load or in performance during the post-test (post-test). In comparing the effects of the learning styles during the learning phase and the transfer phase, medium effect sizes suggested that learning style may have had an effect on cognitive load. However, no significant difference was observed in performance during the post-test. 相似文献
19.
In recent years, studies have shown that video game experience is related to improvements across a variety of cognitive and visuospatial tasks. This study investigated the relationship between prior video game experience and spatial performance in virtual and real environments. Across two experiments, gaming experience was related to performance in desktop virtual environments; those with more video game experience were more accurate in pointing to nonvisible targets. In contrast, gaming experience was unrelated to three different real environment tasks, suggesting that video games may primarily influence perceptual and cognitive abilities in the visual domain over abilities that also involve kinesthetic or vestibular input. Contrary to expectations, gaming experience was also related to performance in immersive virtual environments, which may be related to the use of a joystick interface during immersive travel. Video game experience was also positively related to performance in a dynamic spatial task and to verbal SAT and math SAT scores. Sex differences in desktop virtual navigation and dynamic spatial ability were eliminated when game experience was included as a covariate. 相似文献
20.
Desktop virtual reality is an emerging educational technology that offers many potential benefits for learners in online learning contexts; however, a limited body of research is available that connects current multimedia learning techniques with these new forms of media. Because most formal online learning is delivered using learning management systems, it is important to consider how to best integrate the visually complex and highly concrete desktop virtual reality into more text-driven and abstract environments such as those found in learning managements systems. This review of literature examines recent signaling literature within the context of multimedia learning and hypermedia learning. Signaling is a technique that involves using cues to emphasize important information in materials (Mayer, 2009, pp. 108–117). The analysis concluded that the depth and breadth of signaling literature is severely lacking. While certain related bodies of literature can be used to inform signaling research in desktop virtual reality and online learning management systems, no studies were found that directly address these topics. This article makes several important contributions to the body of signaling literature. First, based on what is known through literature, this article is a first attempt at examining signaling as a technique for integrating desktop virtual reality with online learning management systems. Second, this analysis resolves an important gap in literature by differentiating between signaling and cueing. Third, this article provides a survey of recent signaling-related literature and identifies specific areas that inform future work with desktop virtual reality delivered using online learning management systems. Finally, a taxonomy for classifying multimedia and hypermedia is presented as a tool for more effectively describing interventions used in signaling research. 相似文献
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