Adding immersive virtual reality to a science lab simulation causes more presence but less learning

Guido Makransky*, Thomas Schjødt Terkildsen, Richard E. Mayer

*Corresponding author for this work
    197 Citations (Scopus)

    Abstract

    Virtual reality (VR) is predicted to create a paradigm shift in education and training, but there is little empirical evidence of its educational value. The main objectives of this study were to determine the consequences of adding immersive VR to virtual learning simulations, and to investigate whether the principles of multimedia learning generalize to immersive VR. Furthermore, electroencephalogram (EEG) was used to obtain a direct measure of cognitive processing during learning. A sample of 52 university students participated in a 2 × 2 experimental cross-panel design wherein students learned from a science simulation via a desktop display (PC) or a head-mounted display (VR); and the simulations contained on-screen text or on-screen text with narration. Across both text versions, students reported being more present in the VR condition (d = 1.30); but they learned less (d = 0.80), and had significantly higher cognitive load based on the EEG measure (d = 0.59). In spite of its motivating properties (as reflected in presence ratings), learning science in VR may overload and distract the learner (as reflected in EEG measures of cognitive load), resulting in less opportunity to build learning outcomes (as reflected in poorer learning outcome test performance).

    Original languageEnglish
    JournalLearning and Instruction
    Volume60
    Pages (from-to)225-236
    Number of pages12
    ISSN0959-4752
    DOIs
    Publication statusPublished - 1 Apr 2019

    Keywords

    • Cognitive load
    • EEG
    • Presence
    • Redundancy principle
    • Simulation
    • Virtual reality

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