Motivational and cognitive benefits of training in immersive virtual reality based on multiple assessments

Guido Makransky*, Stefan Borre-Gude, Richard E. Mayer

*Corresponding author af dette arbejde
    47 Citationer (Scopus)

    Abstract

    The main objective of this study was to examine the effectiveness of immersive virtual reality (VR) as a medium for delivering laboratory safety training. We specifically compare an immersive VR simulation, a desktop VR simulation, and a conventional safety manual. The sample included 105 first year undergraduate engineering students (56 females). We include five types of learning outcomes including post-test enjoyment ratings; pre- to post-test changes in intrinsic motivation and self-efficacy; a post-test multiple choice retention test; and two behavioral transfer tests. Results indicated that the groups did not differ on the immediate retention test, suggesting that all three media were equivalent in conveying the basic knowledge. However, significant differences were observed favoring the immersive VR group compared to the text group on the two transfer tests involving the solving problems in a physical lab setting (d = 0.54, d = 0.57), as well as enjoyment (d = 1.44) and increases in intrinsic motivation (d = 0.69) and self-efficacy (d = 0.60). The desktop VR group scored significantly higher than the text group on one transfer test (d = 0.63) but not the other (d= 0.11), as well as enjoyment (d =1.11) and intrinsic motivation (d =0.83).
    OriginalsprogEngelsk
    TidsskriftJournal of Computer Assisted Learning
    Vol/bind35
    Udgave nummer6
    Sider (fra-til)691-707
    ISSN0266-4909
    DOI
    StatusUdgivet - 1 dec. 2019

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