Investigating the effect of pre-training when learning through immersive virtual reality and video: A media and methods experiment
By Oliver A. Meyer, Magnus K. Omdahl, Guido Makransky. Comput. Educ., 2019
411 citations recorded by the source corpus.
Abstract 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 pre-training 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.
Subfields: Developmental and Educational Psychology, Experimental and Cognitive Psychology, Human-Computer Interaction
View Paper: https://www.semanticscholar.org/paper/6ce76898fd83b4b6c40057defa8744772da3cb41
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In Developmental and Educational Psychology
- Guido Makransky
- Sarune Baceviciute
- Niels Koch Andreasen
- Richard E. Mayer
- Roxana Moreno
- Fred Paas
- Logan Fiorella
- Magnus K. Omdahl
In Experimental and Cognitive Psychology
- Guido Makransky
- Sarune Baceviciute
- Niels Koch Andreasen
- Richard E. Mayer
- Roxana Moreno
- Fred Paas
- Jan L. Plass
- Logan Fiorella
In Human-Computer Interaction
- Guido Makransky
- Sarune Baceviciute
- Niels Koch Andreasen
- Richard E. Mayer
- Roxana Moreno
- Magnus K. Omdahl
- Oliver A. Meyer
- R. Berk
Citations in the corpus
- Immersive virtual reality increases liking but not learning with a science simulation and generative learning strategies promote learning in immersive virtual reality. (2020, background): “This could include providing students with pre-training material before the IVR lesson (Meyer et al., 2019), or by segmenting a IVR lesson, and having them summarize the material after each segment in order to encourage reflection and self-regulated learning (Parong & Mayer, 2018).”