How does desktop virtual reality enhance learning outcomes? A structural equation modeling approach
By Elinda Ai-Lim Lee, K. Wong, L. Fung. Comput. Educ., 2010
304 citations recorded by the source corpus.
Subfields: Education, Human-Computer Interaction
View Paper: https://www.semanticscholar.org/paper/9a6ec25ed1437fd97269c6b6f1f765867051bdf9
How researchers see this paper
The researchers whose trusted networks rank it highest, strongest advocate first. Every researcher gets a different order.
In Education
- Guido Makransky
- Lau Lilleholt
- Thomas Terkildsen
- Richard E. Mayer
- K. Wong
- Elinda Ai-Lim Lee
- Carlos Delgado Kloos
- María-Blanca Ibáñez-Espiga
In Human-Computer Interaction
- Guido Makransky
- Richard E. Mayer
- Lau Lilleholt
- Thomas Terkildsen
- Tassos Anastasios Mikropoulos
- Antonis Natsis
- Magnus K. Omdahl
- Oliver A. Meyer
Citations in the corpus
- Educational virtual environments: A ten-year review of empirical research (1999-2009) (2011, background): “Reflective thinking is beneficial in the learning process, but much research is needed in the context of EVEs (Lee et al., 2010).”
- Experimenting with electromagnetism using augmented reality: Impact on flow student experience and educational effectiveness (2014, background): “…(D. Villarán), cdk@it.uc3m.es ll rights reserved. have reported that once high-quality interaction with the learning environment is achieved, students’ emotional states contribute to improved learning effects (Billinghurst, 2003; Dalgarno & Lee, 2010; Kye & Kim, 2008; Lee et al., 2010).”
- Adding immersive virtual reality to a science lab simulation causes more presence but less learning (2017, methodology): “Models by Salzman, Dede, Loftin, and Chen (1999) and Lee, Wong, and Fung (2010) also suggest that immersive environments create a stronger sense of presence, which leads to higher engagement and motivation and a deeper cognitive processing of educational material.”
- Learning with desktop virtual reality: Low spatial ability learners are more positively affected (2014, background): “…accommodate learners with different learning styles in cognitive outcomes (Chen, Toh, & Wan, 2005; Lee, Wong, & Fung, 2010b) and affective outcomes (Lee et al., 2010b) On the other hand, Urhahne, Nick, and Schanze (2009) found no difference in understanding chemical structures and their…”
- A structural equation modeling investigation of the emotional value of immersive virtual reality in education (2018, methodology): “Immediacy of control refers to the user’s ability to change his or her point of view, as well as the ability to manipulate and interact with objects within the VE (Lee et al. 2010).”