Learning in virtual reality: Effects on performance, emotion and engagement

Recent advances in virtual reality (VR) technology allow for potential learning and education applications. For this study, 99 participants were assigned to one of three learning conditions: traditional (textbook style), VR and video (a passive control). The learning materials used the same text and...

Full description

Saved in:
Bibliographic Details
Main Authors: Devon Allcoat (Author), Adrian von Mühlenen (Author)
Format: Book
Published: Association for Learning Technology, 2018-11-01T00:00:00Z.
Subjects:
Online Access:Connect to this object online.
Tags: Add Tag
No Tags, Be the first to tag this record!

MARC

LEADER 00000 am a22000003u 4500
001 doaj_aef7b718d80f4bd1b9641c64ab266225
042 |a dc 
100 1 0 |a Devon Allcoat  |e author 
700 1 0 |a Adrian von Mühlenen  |e author 
245 0 0 |a Learning in virtual reality: Effects on performance, emotion and engagement 
260 |b Association for Learning Technology,   |c 2018-11-01T00:00:00Z. 
500 |a 2156-7077 
500 |a 10.25304/rlt.v26.2140 
520 |a Recent advances in virtual reality (VR) technology allow for potential learning and education applications. For this study, 99 participants were assigned to one of three learning conditions: traditional (textbook style), VR and video (a passive control). The learning materials used the same text and 3D model for all conditions. Each participant was given a knowledge test before and after learning. Participants in the traditional and VR conditions had improved overall performance (i.e. learning, including knowledge acquisition and understanding) compared to those in the video condition. Participants in the VR condition also showed better performance for 'remembering' than those in the traditional and the video conditions. Emotion self-ratings before and after the learning phase showed an increase in positive emotions and a decrease in negative emotions for the VR condition. Conversely there was a decrease in positive emotions in both the traditional and video conditions. The Web-based learning tools evaluation scale also found that participants in the VR condition reported higher engagement than those in the other conditions. Overall, VR displayed an improved learning experience when compared to traditional and video learning methods. 
546 |a EN 
690 |a VR 
690 |a education 
690 |a experience 
690 |a mood 
690 |a Education 
690 |a L 
655 7 |a article  |2 local 
786 0 |n Research in Learning Technology, Vol 26, Iss 0, Pp 1-13 (2018) 
787 0 |n https://journal.alt.ac.uk/index.php/rlt/article/view/2140/pdf_1 
787 0 |n https://doaj.org/toc/2156-7077 
856 4 1 |u https://doaj.org/article/aef7b718d80f4bd1b9641c64ab266225  |z Connect to this object online.