Learning with desktop virtual reality: Low spatial ability learners are more positively affected
By Elinda Ai-Lim Lee, K. Wong. Comput. Educ., 2014
380 citations recorded by the source corpus.
Subfields: Automotive Engineering, Experimental and Cognitive Psychology, Human-Computer Interaction
View Paper: https://www.semanticscholar.org/paper/0220922fcb4fe4b1117ae1280cefce9eab7d6f29
How researchers see this paper
The researchers whose trusted networks rank it highest, strongest advocate first. Every researcher gets a different order.
In Automotive Engineering
In Experimental and Cognitive Psychology
- Guido Makransky
- Richard E. Mayer
- Sarune Baceviciute
- Niels Koch Andreasen
- Lau Lilleholt
- Thomas Terkildsen
- Roxana Moreno
- Fred Paas
In Human-Computer Interaction
- Guido Makransky
- Richard E. Mayer
- Sarune Baceviciute
- Niels Koch Andreasen
- Lau Lilleholt
- Thomas Terkildsen
- Magnus K. Omdahl
- Oliver A. Meyer
Citations in the corpus
- Adding immersive virtual reality to a science lab simulation causes more presence but less learning (2017, background): “A distinction between low immersion (also referred to as desktop VR) and high immersion VR (generally involving a head-mounted display) is typically made in the literature (Lee & Wong, 2014; Limniou, Roberts, & Papadopoulos, 2007).”
- A structural equation modeling investigation of the emotional value of immersive virtual reality in education (2018, methodology): “Similarly, Lee and Wong (2014) argue that VR is a way of simulating or replicating an environment which a person can explore and interact with.”
- Immersive virtual reality increases liking but not learning with a science simulation and generative learning strategies promote learning in immersive virtual reality. (2020, methodology): “D image on a computer screen (Lee & Wong, 2014).”