A Sequencing Effect of Adding Generative Learning Strategies to Immersive Virtual Reality on Middle School Students' Performance, Intrinsic Motivation, and Self‐Efficacy.

Background: As immersive virtual reality (IVR) is increasingly being used by teachers worldwide, it becomes pressing to investigate how this technology can foster learning processes. Several authors have pointed to this need, as results on the effectiveness of IVR for learning are still inconclusive...

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Publicado en:Journal of Computer Assisted Learning Vol. 41; no. 3; pp. 1 - 21
Autores principales: Boel, Carl, Rotsaert, Tijs, Valcke, Martin, Schellens, Tammy
Formato: pictorial research tables/charts randomized controlled trial Journal Article
Publicado: Wiley-Blackwell Jun2025
Acceso en línea:Ver este registro en EBSCOhost
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      dt: Jun2025
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      pub: Wiley-Blackwell
      place: Malden, Massachusetts
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        10.1111/jcal.70045
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        atl: A Sequencing Effect of Adding Generative Learning Strategies to Immersive Virtual Reality on Middle School Students' Performance, Intrinsic Motivation, and Self‐Efficacy.
      aug:
        au:
          Boel, Carl
          Rotsaert, Tijs
          Valcke, Martin
          Schellens, Tammy
        affil: Department of Digital Media Experiences, Thomas More University of Applied Sciences, Mechelen, Belgium
      sug:
        subj:
          Task Performance and Analysis
          Virtual Reality Methods
          Students, Middle School
          Motivation
          Self-Efficacy
          Cycling Education
          Learning Methods
          Student Knowledge
          Learning Environment
          Discussion
          Outcomes of Education
          Human
          Quasi-Experimental Studies
          Teaching Methods
          Child Safety
          Accidents, Traffic
          Belgium
          Program Implementation
          Critical Thinking
          Randomized Controlled Trials
          Random Assignment
          Pretest-Posttest Design
          Virtual Reality Equipment and Supplies
          Male
          Female
          Child
          Adolescence
          Child: 6-12 years
          Adolescent: 13-18 years
          Male
          Female
      ab: Background: As immersive virtual reality (IVR) is increasingly being used by teachers worldwide, it becomes pressing to investigate how this technology can foster learning processes. Several authors have pointed to this need, as results on the effectiveness of IVR for learning are still inconclusive. Objectives: To address this gap, we first investigated the effect of adding generative learning strategies, that is, teacher‐led instruction and class discussion, to an interactive immersive virtual reality learning experience on learning outcomes, in terms of procedural knowledge, self‐efficacy, and intrinsic motivation. Next, we tested whether the sequencing of the additional classroom activities significantly affected the outcomes. Methods: In this value‐added study, we adopted a quasi‐experiment with three groups in a between‐subjects design. The IVR serious game VRkeer, teaching middle school children how to ride a bicycle safely in traffic, was implemented during the study. The IVR‐first group started with the IVR experience and received a more conventional lesson, in which the familiar teacher provided instruction on the topic and engaged students in critical thinking via class discussions using authentic traffic situations as case studies. The class‐first group followed the reverse sequence, and the IVR‐only group served as a control group with two times the IVR experience. 211 middle school students engaged in the experiment and were randomly assigned to one of the three groups, per class in their own classroom, taking ecological validity as a priority. Pre‐ and posttest scores were compared for procedural knowledge, self‐efficacy, and intrinsic motivation (interest/enjoyment and value/usefulness). Results and Conclusions: Our results indicate an overall significant increase in all measures, except for intrinsic motivation. Between‐groups results show that the class‐first group outperformed the other groups in terms of knowledge gains and intrinsic motivation, but not in self‐efficacy. Our findings have both theoretical and practical implications, which are discussed alongside study limitations and future research directions.
      pubtype: Academic Journal
      doctype:
        pictorial
        research
        tables/charts
        randomized controlled trial
        Journal Article
      ougenre: Article
    language: English
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