Immersive virtual reality for increasing presence and empathy.
Background: Immersive VR is still rarely used as an intervention for meeting the affective end goals of student learning despite its positive impact on affection. Also, studies regarding the use of immersive VR as an intervention for affective achievement in broader educational contexts are still la...
| Publicado en: | Journal of Computer Assisted Learning Vol. 38; no. 4; pp. 1115 - 1127 |
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| Autores principales: | , , , |
| Formato: | pictorial research tables/charts Journal Article |
| Publicado: |
Wiley-Blackwell
Aug2022
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| Acceso en línea: | Ver este registro en EBSCOhost |
| fields | @attributes: recordID: 1 pdfLink: plink: https://search.ebscohost.com/login.aspx?direct=true&db=ccm&AN=157845810&site=ehost-live header: @attributes: shortDbName: ccm uiTerm: 157845810 longDbName: CINAHL Complete uiTag: AN controlInfo: bkinfo: dissinfo: jinfo: jid: 02664909 6M1 jtl: Journal of Computer Assisted Learning issn: 02664909 maglogo: Y pubinfo: dt: Aug2022 vid: 38 iid: 4 pid: 480 pub: Wiley-Blackwell place: Malden, Massachusetts artinfo: ui: 157845810 156147512 157845810 157845810 10.1111/jcal.12669 157845810 ppf: 1115 ppct: 12 formats: tig: atl: Immersive virtual reality for increasing presence and empathy. aug: au: Han, Insook Shin, Hyoung Seok Ko, Yujung Shin, Won Sug affil: College of Education and Human Development, Temple University, Philadelphia Pennsylvania,, USA sug: subj: Virtual Reality Utilization Empathy Faculty Education Experiential Learning Human Male Female South Korea Faculty-Student Relations Students, Undergraduate Early Childhood Intervention Multimethod Studies Exploratory Research Power Analysis Surveys Descriptive Statistics Male Female ab: Background: Immersive VR is still rarely used as an intervention for meeting the affective end goals of student learning despite its positive impact on affection. Also, studies regarding the use of immersive VR as an intervention for affective achievement in broader educational contexts are still lacking. Objectives: This study aimed to examine the effect of immersive VR and perspective‐taking on presence and empathy. Methods: A total of 148 pre‐service teachers participated in experiments, using either a head‐mounted display or a flat screen device to view two VR videos with different perspective‐taking affordances. This study used a mixed design with one between‐subject variable of immersion level and one within‐subject variable of perspective‐taking to explore how immersive VR experiences influenced participants' perceived level of presence and empathy. Results and Conclusions: The results showed that the level of immersion affects perceived presence, but it was the type of perspective‐taking that affects empathetic reactions. We also found an interaction effect between immersion levels and perspective‐taking. The direct embodiment in VR combined with high immersion produced stronger empathy than with low immersion, while the perspective of an observer was better in evoking empathy when experienced with low immersion. Implications: This study gives a guidance on how to take advantage of this new technology in educational settings, and apply it to instructional activities to enhance students' empathy. In addition, it could serve as a reference when developing or introducing educational contents with respect to the types of contents that are more effective in educational settings. Lay Description: What is already known about this topic: The use of immersive virtual reality (VR) has gained increasing attention for its potential to increase students' engagement, interest, and motivation in education.The use of head‐mounted displays (HMDs) increases the level of perceived presence.Perspective‐taking promotes the development of empathy.The importance of empathy has been recently emphasized more in education. What this paper adds: The high immersive VR with an HMD increased the level of perceived presence among pre‐service teachers.The type of perspective‐taking provided in VR content affects the level of empathic reactions.The direct embodiment in VR combined with high immersion produced stronger empathy than with low immersionThe perspective of an observer was better in evoking empathy when experienced with the low immersive VR. Implications for practice and/or policy: Immersive VR when integrated into instructional practices would help students to develop empathy.It is important to select appropriate VR devices and content for designing interventions and maximizing educational benefits. pubtype: Academic Journal doctype: pictorial research tables/charts Journal Article ougenre: Article language: English refInfo: holdings: @attributes: islocal: N |
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