Motivation, engagement, and performance across multiple virtual reality sessions and levels of immersion.

This study investigated changes in learners' motivation, engagement, performance, and spatial reasoning over time and across different levels of virtual reality (VR) immersion. Undergraduate participants explored a virtual solar system via a moderately immersive or highly immersive VR platform over...

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Publicado en:Journal of Computer Assisted Learning Vol. 37; no. 3; pp. 745 - 759
Autores principales: Huang, Wen, Roscoe, Rod D., Johnson‐Glenberg, Mina C., Craig, Scotty D.
Formato: research tables/charts Journal Article
Publicado: Wiley-Blackwell Jun2021
Acceso en línea:Ver este registro en EBSCOhost
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      dt: Jun2021
      vid: 37
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      pub: Wiley-Blackwell
      place: Malden, Massachusetts
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        10.1111/jcal.12520
        150251498
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        atl: Motivation, engagement, and performance across multiple virtual reality sessions and levels of immersion.
      aug:
        au:
          Huang, Wen
          Roscoe, Rod D.
          Johnson‐Glenberg, Mina C.
          Craig, Scotty D.
        affil: Engineering Education Systems and Design, The Polytechnic School, Ira A. Fulton Schools of Engineering, Arizona State University, Mesa Arizona,, USA
      sug:
        subj:
          Virtual Reality Utilization
          Immersion
          Students, Undergraduate Psychosocial Factors
          Motivation
          Academic Performance
          Spatial Perception
          Funding Source
          Human
          Learning Methods
          Science Education
          Technology Education
          Mathematics Education
          Engineering Education
      ab: This study investigated changes in learners' motivation, engagement, performance, and spatial reasoning over time and across different levels of virtual reality (VR) immersion. Undergraduate participants explored a virtual solar system via a moderately immersive or highly immersive VR platform over three sessions. In a third condition, participants initially learned with moderate immersion and transitioned to higher immersion after the second session. Following research on novelty effects, we explored whether subjective experiences and performance would decline over time (e.g., decreasing motivation or performance) as participants became familiar with the virtual environment and tools. However, we hypothesized that transitional immersion (i.e., switching from moderate to higher immersion) might lead to a renewed sense of novelty. Results suggested that both moderate and higher levels of immersion were motivating, engaging, and supportive of learning. In contrast to predictions based on novelty effects, these outcomes did not decline overall as learners gained familiarity with the systems. However, transitional immersion emerged as a promising and testable pedagogical approach for future VR education. All participants also showed gains in spatial reasoning. Lay Description: What is already known about this topic?: Virtual reality can support motivation and learning in STEM education.Novelty may elicit motivation, engagement and learning.Virtual reality may benefit development of spatial reasoning skills. What this paper adds?: Motivation, engagement and performance persist across multiple sessions of VR learning.Switching from moderate to higher immersion increases motivation and engagement.Both moderate and higher immersion support improvements in spatial reasoning. Implications for practice and/or policy: Novelty effects are not a significant concern when implementing VR education over multiple sessions.More immersive VR tools may be progressively introduced during learning.
      pubtype: Academic Journal
      doctype:
        research
        tables/charts
        Journal Article
      ougenre: Article
    language: English
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