Shake it or light it! The effects of cueing in desktop‐VR learning environments on search time and learning.

Background: Virtual reality (VR) offers much potential for learning, but it challenges learners' orientation. Objectives: This paper investigates whether it is possible to use light or movement cues to facilitate orientation in a search task in a desktop‐VR environment so that participants can bette...

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Published in:Journal of Computer Assisted Learning Vol. 40; no. 3; pp. 1201 - 1218
Main Authors: Decker, Daniela, Merkt, Martin
Format: pictorial research tables/charts randomized controlled trial Journal Article
Published: Wiley-Blackwell Jun2024
Online Access:View this record in EBSCOhost
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      dt: Jun2024
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      pub: Wiley-Blackwell
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        10.1111/jcal.12945
        177193475
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        atl: Shake it or light it! The effects of cueing in desktop‐VR learning environments on search time and learning.
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        au:
          Decker, Daniela
          Merkt, Martin
        affil: Department Teaching, Learning, Counselling, German Institute for Adult Education – Leibniz Centre for Lifelong Learning, Bonn, Germany
      sug:
        subj:
          Learning Methods
          Virtual Reality
          Cues
          Light Utilization
          Movement
          Computer-Assisted Instruction
          Time Factors
          Spatial Perception
          Task Performance and Analysis
          Human
          Germans
          Male
          Female
          Adult
          Descriptive Statistics
          Data Analysis Software
          Power Analysis
          Randomized Controlled Trials
          Random Assignment
          Summated Rating Scaling
          Coefficient alpha
          Analysis of Variance
          Post Hoc Analysis
          Adult: 19-44 years
          Male
          Female
      ab: Background: Virtual reality (VR) offers much potential for learning, but it challenges learners' orientation. Objectives: This paper investigates whether it is possible to use light or movement cues to facilitate orientation in a search task in a desktop‐VR environment so that participants can better attend to the learning content presented simultaneously. Methods: In two pre‐registered online experiments, we investigated the effects of cueing (light and movement) on search time, learning, and several evaluation variables. Participants were asked to find tools in a virtual workshop, while information about the respective tool was narrated. Experiment 1 (N = 60) used a within‐subject design, that is, the objects were alternately highlighted by light, movement or not. For Experiment 2 (N = 159) the narration was substantially shortened, and a between‐subject design was used. Cognitive load and presence were measured additionally. Results and conclusions: In Experiment 1, only the movement cue decreased search time, indicating automatic guidance of learners' attention. There was no effect of cueing on learning, which may be due to the average search time being substantially shorter than the narration, leaving sufficient time to attend to the narration exclusively. In Experiment 2 search times were significantly faster for both cueing methods, but only the light cue resulted in better learning outcomes, which could be explained by the slightly lower presence in the movement cue condition. Implications: Results imply that it is important to develop cues that automatically guide attention without reducing presence. Lay Description: What is already known about this topic: Virtual reality (VR) offers a lot of opportunities for the integration of educational scenarios.VR is challenging for learners with regard to orientation in a 360° environment.Regarding learning outcomes, research on the effects of cues to highlight important content in a 360° environment is still rare.Presence, defined as the feeling of being there in a VR environment, is an important prerequisite for learning in VR. What this paper adds: The influence of light and movement cues on search times and learning outcomes in a desktop‐VR environment was tested.Movement cues can reliably reduce search times (indicating successful orientation), whereas light cues only reduced search times in predictable scenarios.In a predictable scenario, light cues enhanced learning outcomes compared with movement cues.Movement cues reduced presence, which is one potential reason why movement cues did not improve learning. Implications for practice and/or policy: Using light cues might assist orientation and enhance overall performance in predictable scenarios (i.e., when learners know what kind of cue to expect).In an unpredictable setting with variable cues, light cues did not facilitate orientation, whereas movement cues did.However, movement cues reduced presence, which may have negatively affected learning outcomes. It is important to develop cueing methods that also work in more unpredictable settings, but that do not reduce presence.
      pubtype: Academic Journal
      doctype:
        pictorial
        research
        tables/charts
        randomized controlled trial
        Journal Article
      ougenre: Article
    language: English
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