Immersive virtual reality increases liking but not learning with a science simulation and generative learning strategies promote learning in immersive virtual reality.

虚拟现实 心理学 教学模拟 科学学习 生成语法 生成模型 人机交互 计算机科学 教育技术 数学教育 科学教育 人工智能
作者
Guido Makransky,Niels K. Andreasen,Sarune Baceviciute,Richard E. Mayer
出处
期刊:Journal of Educational Psychology [American Psychological Association]
卷期号:113 (4): 719-735 被引量:334
标识
DOI:10.1037/edu0000473
摘要

We investigated the instructional effectiveness of using an interactive and immersive virtual reality (IVR) simulation versus a video for teaching scientific knowledge in 2 between-subjects experiments. In Experiment 1, 131 high school students (84 females) used a science simulation that involved forensic analysis of a collected DNA sample in a virtual laboratory environment rendered in IVR or as a video covering the same material. In Experiment 2, 165 high school students (111 females) replicated the experiment with approximately half of each group being asked to engage in the generative learning strategy of enactment after the lesson—that is, carrying out the learned procedures with concrete manipulatives. Across both experiments, the IVR groups reported significantly higher perceived enjoyment and presence than the video group. However, no significant differences were found between media for procedural knowledge in Experiment 1 and 2, or transfer in Experiment 2. Also, there was no difference in declarative knowledge across media in Experiment 1, and there was a media effect favoring video in Experiment 2 (ηp² = 0.028). Enactment lead to significantly better procedural knowledge (ηp² = 0.144) and transfer (ηp² = 0.088) in the IVR group but not in the video group. In conclusion, learning in IVR is not more effective than learning with video but incorporating generative learning strategies is specifically effective when learning through IVR. The results suggest that the value of IVR for learning science depends on how it is integrated into a classroom lesson.
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