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Creators/Authors contains: "Benjamin A. Clegg, Alex Karduna"

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  1. Although the use of technologies like multimedia and virtual reality (VR) in training offer the promise of improved learning, these richer and potentially more engaging materials do not consistently produce superior learning outcomes. Default approaches to such training may inadvertently mimic concepts like naïve realism in display design, and desirable difficulties in the science of learning – fostering an impression of greater learning dissociated from actual gains in memory. This research examined the influence of format of instructions in learning to assemble items from components. Participants in two experiments were trained on the steps to assemble a series of bars, that resembled Meccano pieces, into eight different shapes. After training on pairs of shapes, participants rated the likelihood they would remember the shapes and then were administered a recognition test. Relative to viewing a static diagram, viewing videos of shapes being constructed in a VR environment (Experiment 1) or viewing within an immersive VR system (Experiment 2) elevated participants’ assessments of their learning but without enhancing learning outcomes. Overall, these findings illustrate how future workers might mistakenly come to believe that technologically advanced support improves learning and prefer instructional designs that integrate similarly complex cues into training. 
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