Simulation can be employed as an interactive computer game to enable game-based learning. Educational simulations can also be combined with immersive technologies such as virtual reality (VR) to enhance student engagement and learning. While recent years have seen significant growth in the use of immersive technologies in education, the role and contribution of the additional immersion offered by VR still needs to be explored. This paper aims to address this gap by comparing low- and high-immersion modes for a simulation game to familiarize students with the fundamental concepts of mathematical optimization. The game resembles performing a heuristic search on the solution space for an optimization problem and involves finding the highest peak in an arctic landscape. Our research experiments include three groups of students who play the game either in VR, desktop mode, or PowerPoint slides. Our statistical comparisons show that VR enhanced students' sense of presence and learning.
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Towards a social virtual reality learning environment in high fidelity
Virtual Learning Environments (VLEs) are spaces designed to educate students remotely via online platforms. Although traditional VLEs such as iSocial have shown promise in educating students, they offer limited immersion that diminishes learning effectiveness. This paper outlines a virtual reality learning environment (VRLE) over a high-speed network, which promotes educational effectiveness and efficiency via our creation of flexible content and infrastructure which meet established VLE standards with improved immersion. This paper further describes our implementation of multiple learning modules developed in High Fidelity, a "social VR" platform. Our experiment results show that the VR mode of content delivery better stimulates the generalization of lessons to the real world than non-VR lessons and provides improved immersion when compared to an equivalent desktop version
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- PAR ID:
- 10091392
- Date Published:
- Journal Name:
- IEEE Consumer Communications & Networking Conference
- Page Range / eLocation ID:
- 1 to 4
- Format(s):
- Medium: X
- Sponsoring Org:
- National Science Foundation
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Virtual reality (VR) has a high potential to facilitate education. However, the design of many VR learning applications was criticized for lacking the guidance of explicit and appropriate learning theories. To advance the use of VR in effective instruction, this study proposed a model that extended the cognitive-affective theory of learning with media (CATLM) into a VR learning context and evaluated this model using a structural equation modeling (SEM) approach. Undergraduate students ( n = 77) learned about the solar system in a VR environment over three sessions. Overall, the results supported the core principles and assumptions of CATLM in a VR context (CATLM-VR). In addition, the CATLM-VR model illustrated how immersive VR may impact learning. Specifically, immersion had an overall positive impact on user experience and motivation. However, the impact of immersion on cognitive load was uncertain, and that uncertainty made the final learning outcomes less predictable. Enhancing students’ motivation and cognitive engagement may more directly increase learning achievement than increasing the level of immersion and may be more universally applicable in VR instruction.more » « less
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