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Investigating the effect of pre-training when learning through immersive virtual reality and video: A media and methods experiment

机译:通过沉浸式虚拟现实和视频学习时研究预训练的效果:媒体和方法实验

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摘要

Immersive virtual reality (VR) is predicted to have a significant impact on education; but most studies investigating learning with immersive VR have reported mixed results when compared to low-immersion media. In this study, a sample of 118 participants was used to test whether a lesson presented in either immersive VR or as a video could benefit from the pre-training principle, as a means of reducing cognitive load. Participants were randomly assigned to one of two method conditions (with/without pre-training), and one of two media conditions (immersive VR/video). The results showed an interaction between media and method, indicating that pretraining had a positive effect on knowledge (d = 0.81), transfer (d = 0.62), and self-efficacy (d = 0.64) directly following the intervention; and on self-efficacy (d = 0.84) in a one-week delayed post-test in the immersive VR condition. No effect was found for any of these variables within the video condition.
机译:预计沉浸虚拟现实(VR)将对教育产生重大影响;但与低浸入介质相比,大多数研究用沉浸式VR调查学习的学习。在这项研究中,使用118名参与者的样本来测试在沉浸式VR中或作为视频中呈现的课程是否可以从预训练原则中受益,作为减少认知载荷的手段。参与者被随机分配给两个方法条件之一(有/无预先训练),以及两个媒体条件之一(沉浸式VR / Video)。结果表明培养基和方法之间的相互作用,表明预先染色对知识(d = 0.81),转移(d = 0.62),以及在干预后直接转移(d = 0.62)和自效(d = 0.64);在沉浸式VR条件下的一周内延迟后,在一周后延迟的自我效能(d = 0.84)。在视频条件下的任何这些变量中没有找到任何效果。

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