Learning in the spherical video-based virtual reality context: effects of immersion level and spatial ability on learning performance and experience

沉浸式(数学) 虚拟现实 计算机科学 人机交互 空间能力 背景(考古学) 多媒体 教学模拟 教育技术 心理学 数学教育 数学 认知 神经科学 古生物学 生物 纯数学
作者
Wenhao Li,Cuiru Wang,Wenxue Wang,Qinna Feng,Bowen Liu
出处
期刊:Interactive Learning Environments [Taylor & Francis]
卷期号:: 1-22 被引量:3
标识
DOI:10.1080/10494820.2024.2367019
摘要

Spherical video-based virtual reality (SVVR) is an emerging technology in the creation of virtual reality learning contexts. Existing studies have shown that immersion level and spatial ability affect learning performance and experience. Different levels of spatial ability also result in different learning performances and experiences in different levels of immersion, but this interaction effect remains unclear in the SVVR context. We conducted a 2 × 2 factorial experimental study to investigate the interactive effect of immersion level (high vs. low) and students’ spatial ability (high vs. low) on learning performance and experience in the SVVR context. A total of 120 college students participated in the study. The results showed that learning performance, presence, and motivation were significantly higher for high immersion than for low immersion. Learning performance was significantly higher for learners with high spatial ability than for those with low spatial ability. There was a significant interaction effect between immersion level and spatial ability on learning performance. The learning performance of learners with low spatial ability was significantly higher at high immersion than at low immersion. These findings provide a reference for educators to better apply SVVR to their teaching and help them personalize their instruction to students.
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