The objective of this work is to present an initial investigation of the impact the Connected Learning and Integrated Course Knowledge (CLICK) approach has had on students’ motivation, engineering identity, and learning outcomes. CLICK is an approach that leverages Virtual Reality (VR) technology to provide an integrative learning experience in the Industrial Engineering (IE) curriculum. To achieve this integration, the approach aims to leverage VR learning modules to simulate a variety of systems. The VR learning modules offer an immersive experience and provide the context for real-life applications. The virtual simulated system represents a theme to transfer the system concepts and knowledge across multiple IE courses as well as connect the experience with real-world applications. The CLICK approach has the combined effect of immersion and learning-by-doing benefits. In this work, VR learning modules are developed for a simulated manufacturing system. The modules teach the concepts of measures of location and dispersion, which are used in an introductory probability course within the IE curriculum. This work presents the initial results of comparing the motivation, engineering identity, and knowledge gain between a control and an intervention group (i.e., traditional vs. CLICK teaching groups). The CLICK approach group showed greater motivation compared to a traditional teaching group. However, there were no effects on engineering identity and knowledge gain. Nevertheless, it is hypothesized that the VR learning modules will have a positive impact on the students’ motivation, engineering identity, and knowledge gain over the long run and when used across the curriculum. Moreover, IE instructors interested in providing an immersive and integrative learning experience to their students could leverage the VR learning modules developed for this project. 
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                            Extending the Cognitive-Affective Theory of Learning with Media in Virtual Reality Learning: A Structural Equation Modeling Approach
                        
                    
    
            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. 
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                            - Award ID(s):
- 1828010
- PAR ID:
- 10344105
- Date Published:
- Journal Name:
- Journal of Educational Computing Research
- Volume:
- 60
- Issue:
- 4
- ISSN:
- 0735-6331
- Page Range / eLocation ID:
- 807 to 842
- Format(s):
- Medium: X
- Sponsoring Org:
- National Science Foundation
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