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

Publikation: Bidrag til tidsskriftTidsskriftartikelForskningfagfællebedømt

Standard

Immersive virtual reality increases liking but not learning with a science simulation and generative learning strategies promote learning in immersive virtual reality. / Makransky, Guido; Andreasen, Niels K.; Baceviciute, Sarune; Mayer, Richard E.

I: Journal of Educational Psychology, 2021.

Publikation: Bidrag til tidsskriftTidsskriftartikelForskningfagfællebedømt

Harvard

Makransky, G, Andreasen, NK, Baceviciute, S & Mayer, RE 2021, 'Immersive virtual reality increases liking but not learning with a science simulation and generative learning strategies promote learning in immersive virtual reality', Journal of Educational Psychology. https://doi.org/10.1037/edu0000473

APA

Makransky, G., Andreasen, N. K., Baceviciute, S., & Mayer, R. E. (2021). Immersive virtual reality increases liking but not learning with a science simulation and generative learning strategies promote learning in immersive virtual reality. Journal of Educational Psychology. https://doi.org/10.1037/edu0000473

Vancouver

Makransky G, Andreasen NK, Baceviciute S, Mayer RE. Immersive virtual reality increases liking but not learning with a science simulation and generative learning strategies promote learning in immersive virtual reality. Journal of Educational Psychology. 2021. https://doi.org/10.1037/edu0000473

Author

Makransky, Guido ; Andreasen, Niels K. ; Baceviciute, Sarune ; Mayer, Richard E. / Immersive virtual reality increases liking but not learning with a science simulation and generative learning strategies promote learning in immersive virtual reality. I: Journal of Educational Psychology. 2021.

Bibtex

@article{cf7636f9ce8c4114868389d4a9f7cd3b,
title = "Immersive virtual reality increases liking but not learning with a science simulation and generative learning strategies promote learning in immersive virtual reality",
abstract = "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.",
keywords = "Faculty of Social Sciences, immersive virtual reality, media, science simulations, learning strategies, enactment",
author = "Guido Makransky and Andreasen, {Niels K.} and Sarune Baceviciute and Mayer, {Richard E.}",
year = "2021",
doi = "10.1037/edu0000473",
language = "English",
journal = "Journal of Educational Psychology",
issn = "0022-0663",
publisher = "American Psychological Association",

}

RIS

TY - JOUR

T1 - Immersive virtual reality increases liking but not learning with a science simulation and generative learning strategies promote learning in immersive virtual reality

AU - Makransky, Guido

AU - Andreasen, Niels K.

AU - Baceviciute, Sarune

AU - Mayer, Richard E.

PY - 2021

Y1 - 2021

N2 - 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.

AB - 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.

KW - Faculty of Social Sciences

KW - immersive virtual reality

KW - media

KW - science simulations

KW - learning strategies

KW - enactment

U2 - 10.1037/edu0000473

DO - 10.1037/edu0000473

M3 - Journal article

JO - Journal of Educational Psychology

JF - Journal of Educational Psychology

SN - 0022-0663

ER -

ID: 237997926