Abstract
A new generation has grown up with computers. The use of information technologies has become a part of their daily routine. Integrating technologies into students’ teaching and learning activities is widely recognized as a fundamental strategy for the next generation of learners. Despite the growing interest in advanced learning technologies and the application of immersive technologies in tertiary education, research investigating the perceived learning effectiveness (particularly in the form of learning satisfaction) has been very scarce. Thus, the objective of this study is to gain a better understanding of factors influencing learners’ perceived learning effectiveness of using one type of immersive visualization system known as cave automatic virtual environment (CAVE). Data collection consisted of quantitative and qualitative measures on a sample of 199 university students. The implications of the results and improvement proposals are also discussed in this study.
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Acknowledgments
The work described in this chapter was partially supported by the Collaborative Learning through Immersion Project sponsored by a funding for teaching and learning-related initiatives in the 2012–2015 triennium from the University Grants Committee of the Hong Kong Special Administrative Region, China (Project No. CityU1/T&L/12-15).
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Chan, J.K.Y., Cheung, C.M.K. (2021). Learning Through Immersion: Assessing the Learning Effectiveness . In: Hui, A., Wagner, C. (eds) Creative and Collaborative Learning through Immersion. Creativity in the Twenty First Century. Springer, Cham. https://doi.org/10.1007/978-3-030-72216-6_7
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