Investigating learning outcomes and subjective experiences in 360-degree videos

被引:115
|
作者
Rupp, Michael A. [1 ]
Odette, Katy L. [2 ]
Kozachuk, James [1 ]
Michaelis, Jessica R. [1 ]
Smither, Janan A. [1 ]
McConnell, Daniel S. [1 ]
机构
[1] Univ Cent Florida, Dept Psychol, Technol & Aging Lab, Orlando, FL 32816 USA
[2] Univ Cent Florida, Inst Simulat & Training, Orlando, FL 32816 USA
关键词
Virtual reality learning environments; Simulator sickness; Immersion; Presence; Place illusion; VIRTUAL-REALITY; MOTION SICKNESS; ENVIRONMENTS; MEMORY; HYPOTHESIS; ENGAGEMENT;
D O I
10.1016/j.compedu.2018.09.015
中图分类号
TP39 [计算机的应用];
学科分类号
081203 ; 0835 ;
摘要
Virtual Reality experiences, particularly the 360-degree video, have become popular in recent years for creating immersive educational experiences. However, much is still unknown regarding the educational effectiveness of this medium. Here we examined pre-to-post changes in wellbeing, simulator sickness, and learning outcomes across four devices of varying levels of immersion: a smartphone, Google Cardboard, Oculus Rift DK2, and Oculus CV1 using a space-themed 360 degrees educational video. More immersive devices induced greater induction of place illusion, greater positive affect, and better learning outcomes while demonstrating low prevalence of simulator sickness. Greater immersion was also associated with an increased interest in learning more about the video's subject-matter. On the other hand, less immersive technology led to increased simulation sickness which may have led to suboptimal educational experiences. Overall, we found support for the hypothesis that highly immersive experiences using 360 videos provide positive educational experiences while minimizing simulator sickness.
引用
收藏
页码:256 / 268
页数:13
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