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Does Immersive VR Increase Learning Gain When Compared to a Non-immersive VR Learning Experience?

Published: 19 July 2020 Publication History

Abstract

Currently, computer assisted learning and multimedia form a key part of teaching. Interactivity and feedback are valuable in promoting active as opposed to passive learning. The study is conducted as an assessment of the impact of immersive VR on learning gain compared with a non-immersive video capture of VR, with a primary research question focusing on exploring learning gain and a secondary question exploring user experience, whereby understanding this is paramount to recognizing how to achieve a complete and effective learning experience. The study found immersive VR to significantly increase learning gain whilst two key measures of reported experience; enjoyment and concentration, also appeared significantly higher for the immersive VR learners. The study suggests extensive avenues for further research in this growing field, recognizing the need to appeal to a variety of students’ learning preferences. For educators, the relevance of self-directed and student-centered learning to enable active learning in the immersive tool is highlighted. Findings of such VR-based studies can be applied across several disciplines, including medical education; providing opportunity for users to learn without real-world consequences of error such as in surgical intervention.

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  • (2023)Virtual Reality Pōwhiri—Practicing an indigenous welcoming ceremonyProceedings of the 35th Australian Computer-Human Interaction Conference10.1145/3638380.3638396(550-563)Online publication date: 2-Dec-2023
  • (2023)Faculty Perceptions on Using Virtual Reality: Strengths, Weaknesses and RecommendationsSN Computer Science10.1007/s42979-023-02055-x4:5Online publication date: 11-Aug-2023
  • (2021)The Application of VR Technology in Traditional Culture and Art Immersive Teaching for Chinese ChildrenProceedings of the 13th International Conference on Education Technology and Computers10.1145/3498765.3498780(99-104)Online publication date: 22-Oct-2021

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Published In

cover image Guide Proceedings
Learning and Collaboration Technologies. Human and Technology Ecosystems: 7th International Conference, LCT 2020, Held as Part of the 22nd HCI International Conference, HCII 2020, Copenhagen, Denmark, July 19–24, 2020, Proceedings, Part II
Jul 2020
685 pages
ISBN:978-3-030-50505-9
DOI:10.1007/978-3-030-50506-6

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Springer-Verlag

Berlin, Heidelberg

Publication History

Published: 19 July 2020

Author Tags

  1. Virtual reality
  2. Education
  3. Medicine
  4. Self-directed learning
  5. Active learning

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View all
  • (2023)Virtual Reality Pōwhiri—Practicing an indigenous welcoming ceremonyProceedings of the 35th Australian Computer-Human Interaction Conference10.1145/3638380.3638396(550-563)Online publication date: 2-Dec-2023
  • (2023)Faculty Perceptions on Using Virtual Reality: Strengths, Weaknesses and RecommendationsSN Computer Science10.1007/s42979-023-02055-x4:5Online publication date: 11-Aug-2023
  • (2021)The Application of VR Technology in Traditional Culture and Art Immersive Teaching for Chinese ChildrenProceedings of the 13th International Conference on Education Technology and Computers10.1145/3498765.3498780(99-104)Online publication date: 22-Oct-2021

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