TY - GEN
T1 - The Impact of Levels of Immersion on Learning
T2 - 17th International Conference of the Learning Sciences, ICLS 2023
AU - Liberman, Liat
AU - Adler, Idit
AU - Dubovi, Ilana
N1 - Publisher Copyright: © ISLS.
PY - 2023/1/1
Y1 - 2023/1/1
N2 - The current study aims to provide insights into the impact of Virtual Reality (VR) immersion levels on students' learning processes and outcomes. A quasi-experimental design was utilized to compare two conditions: a high-immersive VR simulation using a head-mounted display, and a low-immersive VR simulation using a desktop display. Analysis revealed no significant differences in the perceived sense of presence and in post-test knowledge, regardless of the level of immersion. Analysis of electrodermal activity (EDA) peaks, which indicate cognitive effort, revealed significantly more EDA peaks throughout the learning process with high-immersive VR. Similarly, the results of blink rate metrics, which decrease during cognitive effort, showed significantly fewer blinks for high-immersive VR. Hence, this study suggests that low-immersive VR, which is more accessible in terms of cost and implementation, might demand less cognitive effort and be at least as effective as high-immersive VR in terms of immediate knowledge retention.
AB - The current study aims to provide insights into the impact of Virtual Reality (VR) immersion levels on students' learning processes and outcomes. A quasi-experimental design was utilized to compare two conditions: a high-immersive VR simulation using a head-mounted display, and a low-immersive VR simulation using a desktop display. Analysis revealed no significant differences in the perceived sense of presence and in post-test knowledge, regardless of the level of immersion. Analysis of electrodermal activity (EDA) peaks, which indicate cognitive effort, revealed significantly more EDA peaks throughout the learning process with high-immersive VR. Similarly, the results of blink rate metrics, which decrease during cognitive effort, showed significantly fewer blinks for high-immersive VR. Hence, this study suggests that low-immersive VR, which is more accessible in terms of cost and implementation, might demand less cognitive effort and be at least as effective as high-immersive VR in terms of immediate knowledge retention.
UR - http://www.scopus.com/inward/record.url?scp=105005951039&partnerID=8YFLogxK
M3 - منشور من مؤتمر
T3 - Computer-Supported Collaborative Learning Conference, CSCL
SP - 830
EP - 833
BT - ISLS Annual Meeting 2023
A2 - Blikstein, Paulo
A2 - Van Aalst, Jan
A2 - Kizito, Rita
A2 - Brennan, Karen
Y2 - 10 June 2023 through 15 June 2023
ER -