Projects per year
Abstract
Immersive virtual reality (VR) has attracted widespread attention and has been increasingly adopted in education. However, the influence of immersive VR on learning outcomes is still unclear, with conflicting results emerging from the research. The contradictory research can be attributed to the fact that little research has systematically analyzed the effects of immersive VR on learning processes and ultimately on learning outcomes. Therefore, this study focuses on analyzing how immersive VR affects learning outcomes and explaining the reasons behind the contradictory research about immersive VR’s effects. A survey was conducted in a laboratory setting in which the participants were asked to play an immersive VR application for learning. The results show that immersive VR affects learning outcomes through affective and cognitive paths. In the affective path, immersive VR features influence learning outcomes through the mediation of immersion and enjoyment. In the cognitive path, immersive VR features influence learning outcomes through the mediation of usefulness, control and active learning, and cognitive benefits. By providing a nuanced understanding of the effects of immersive VR on learning outcomes, this study contributes to the VR literature for learning.
| Original language | English |
|---|---|
| Title of host publication | Augmented Cognition. Human Cognition and Behavior |
| Subtitle of host publication | 14th International Conference, AC 2020, Held as Part of the 22nd HCI International Conference, HCII 2020, Proceedings |
| Editors | Dylan D. Schmorrow, Cali M. Fidopiastis |
| Publisher | Springer |
| Pages | 86-105 |
| Volume | Part II |
| ISBN (Electronic) | 978-3-030-50439-7 |
| ISBN (Print) | 978-3-030-50438-0 |
| DOIs | |
| Publication status | Published - 2020 |
| Event | 14th International Conference on Augmented Cognition (AC 2020), held as part of the 22nd International Conference on Human-Computer Interaction (HCII 2020) - Virtual, Copenhagen, Denmark Duration: 19 Jul 2020 → 24 Jul 2020 |
Publication series
| Name | Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence) |
|---|---|
| Volume | 12197 |
| ISSN (Print) | 0302-9743 |
| ISSN (Electronic) | 1611-3349 |
Conference
| Conference | 14th International Conference on Augmented Cognition (AC 2020), held as part of the 22nd International Conference on Human-Computer Interaction (HCII 2020) |
|---|---|
| Place | Denmark |
| City | Copenhagen |
| Period | 19/07/20 → 24/07/20 |
Research Keywords
- Affective path
- Cognitive path
- Immersion
- Immersive VR
- Learning outcomes
- VR features
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Dive into the research topics of 'Exploring the Effects of Immersive Virtual Reality on Learning Outcomes: A Two-Path Model'. Together they form a unique fingerprint.Projects
- 1 Finished
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GRF: How Gamification Increases Knowledge Contribution in Organizations: Conceptualizing Meaningful Engagement and Empirical Tests
SUH, A. (Principal Investigator / Project Coordinator) & WAGNER, C. (Co-Investigator)
1/01/19 → 24/08/20
Project: Research