skip to main content


Title: 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.  more » « less
Award ID(s):
1828010
NSF-PAR ID:
10344105
Author(s) / Creator(s):
; ; ;
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
More Like this
  1. 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. 
    more » « less
  2. This research evaluates the impact of switching college engineering courses from in-person instruction to emergency remote learning among engineering students at a university in the Midwest. The study aimed to answer the question: What were the concerns and perceived challenges students faced when traditional in-person engineering courses suddenly transitioned to remote learning? The goal of this study is to uncover the challenges students were facing in engineering online courses and to understand students’ concerns. Our findings can help improve teaching instruction to provide students with previously unavailable educational assistance for online engineering courses. We collected online survey responses during weeks 8 and 9 of the academic semester, shortly after the COVID-19 shutdown and emergency transition to remote learning in Spring 2020. The survey included two open-ended questions which inquired about students’ feedback about moving the class online, and one two-item scale which assessed students’ confidence in online engineering learning. Data analysis for the open-ended questions was guided by the theoretical framework - Social Cognitive Career Theory [1] that explores how context, person factors and social cognitions contribute to career goals, interests and actions. A phenomenological approach [2] was conducted to understand the experience of these students. Open coding and axial coding [2] methods were used to create initial categories then themes related to students' concerns and challenges. Data from the two-item scale was evaluated using descriptive statistics: means, standard deviations, and ranges. Four main themes with separate sub-categories emerged from the student responses: 1) Instructor’s ability to teach course online (Instructional limitations, Seeking help, Increased Workload), 2) Student’s ability to learn online (Time Management, Lower engagement and motivation, Harder to absorb material, Hard to focus, Worry about performance), 3) Difficulties outside of class (Technology issues), and 4) No concerns. Students seemed more concerned about their ability to learn the material (48% of responses) than the instructor’s ability to teach the material (36% of responses). The instructional limitations or lack of instructional support (22% of responses) and time management (12% of responses) were among the major concerns in the sub-categories. The results from two-item scale indicated participants' s confidence in their ability to master their classroom knowledge was at an intermediate level via online instruction (6/10), and participants' confidence in the instructor's ability to teach knowledge in online classes is moderate to high (7/10). The results align with the open-ended question response in which students were somewhat more concerned about their ability to learn than the instructor’s ability to teach. The themes and analysis will be a valuable tool to help institutions and instructors improve student learning experiences. 
    more » « less
  3. null (Ed.)
    Today’s classrooms are remarkably different from those of yesteryear. In place of individual students responding to the teacher from neat rows of desks, one more typically finds students working in groups on projects, with a teacher circulating among groups. AI applications in learning have been slow to catch up, with most available technologies focusing on personalizing or adapting instruction to learners as isolated individuals. Meanwhile, an established science of Computer Supported Collaborative Learning has come to prominence, with clear implications for how collaborative learning could best be supported. In this contribution, I will consider how intelligence augmentation could evolve to support collaborative learning as well as three signature challenges of this work that could drive AI forward. In conceptualizing collaborative learning, Kirschner and Erkens (2013) provide a useful 3x3 framework in which there are three aspects of learning (cognitive, social and motivational), three levels (community, group/team, and individual) and three kinds of pedagogical supports (discourse-oriented, representation-oriented, and process-oriented). As they engage in this multiply complex space, teachers and learners are both learning to collaborate and collaborating to learn. Further, questions of equity arise as we consider who is able to participate and in which ways. Overall, this analysis helps us see the complexity of today’s classrooms and within this complexity, the opportunities for augmentation or “assistance to become important and even essential. An overarching design concept has emerged in the past 5 years in response to this complexity, the idea of intelligent augmentation for “orchestrating” classrooms (Dillenbourg, et al, 2013). As a metaphor, orchestration can suggest the need for a coordinated performance among many agents who are each playing different roles or voicing different ideas. Practically speaking, orchestration suggests that “intelligence augmentation” could help many smaller things go well, and in doing so, could enable the overall intention of the learning experience to succeed. Those smaller things could include helping the teacher stay aware of students or groups who need attention, supporting formation of groups or transitions from one activity to the next, facilitating productive social interactions in groups, suggesting learning resources that would support teamwork, and more. A recent panel of AI experts identified orchestration as an overarching concept that is an important focus for near-term research and development for intelligence augmentation (Roschelle, Lester & Fusco, 2020). Tackling this challenging area of collaborative learning could also be beneficial for advancing AI technologies overall. Building AI agents that better understand the social context of human activities has broad importance, as does designing AI agents that can appropriately interact within teamwork. Collaborative learning has trajectory over time, and designing AI systems that support teams not just with a short term recommendation or suggestion but in long-term developmental processes is important. Further, classrooms that are engaged in collaborative learning could become very interesting hybrid environments, with multiple human and AI agents present at once and addressing dual outcome goals of learning to collaborate and collaborating to learn; addressing a hybrid environment like this could lead to developing AI systems that more robustly help many types of realistic human activity. In conclusion, the opportunity to make a societal impact by attending to collaborative learning, the availability of growing science of computer-supported collaborative learning and the need to push new boundaries in AI together suggest collaborative learning as a challenge worth tackling in coming years. 
    more » « less
  4. Abstract Background Instructors can teach evolution using any number of species contexts. However, not all species contexts are equal, and taxa choice can alter both cognitive and affective elements of learning. This is particularly true when teaching evolution using human examples, a promising method for evolution instruction that nevertheless comes with unique challenges. In this study, we tested how an evolution lesson focused on a human example may impact students’ engagement, perceived content relevance, learning gains, and level of discomfort, when compared to the same lesson using a non-human mammal example. We use this isomorphic lesson and a pre-post study design administered in a split-section introductory biology classroom to isolate the importance of the species context. Results For two of the four measurements of interest, the effect of using human examples could not be understood without accounting for student background. For learning gains, students with greater pre-class content knowledge benefited more from the human examples, while those with low levels of knowledge benefited from the non-human example. For perceived relevance, students who were more accepting of human evolution indicated greater content relevance from the human example. Regardless of condition, students with lower evolution acceptance reported greater levels of discomfort with the lesson. Conclusions Our results illustrate the complexities of using human examples to teach evolution. While these examples were beneficial for many students, they resulted in worse outcomes for students that were less accepting of evolution and those who entered the course with less content knowledge. These findings demonstrate the need to consider diverse student backgrounds when establishing best practices for using human examples to teach evolution. 
    more » « less
  5. Abstract  
    more » « less