Effectiveness of embodied learning on learning performance: A meta-analysis based on the cognitive load theory perspective DOI
Chunwei Lyu,

Shuao Deng

Learning and Individual Differences, Journal Year: 2024, Volume and Issue: 116, P. 102564 - 102564

Published: Sept. 24, 2024

Language: Английский

A study of how immersion and interactivity drive VR learning DOI Creative Commons
Gustav Bøg Petersen,

Giorgos Petkakis,

Guido Makransky

et al.

Computers & Education, Journal Year: 2022, Volume and Issue: 179, P. 104429 - 104429

Published: Jan. 4, 2022

Even though learning refers to both a process and product, the former tends be overlooked in educational virtual reality (VR) research. This study examines of with VR technology using Cognitive Affective Model Immersive Learning (CAMIL) as its framework. The CAMIL theorizes that two technological features VR, interactivity immersion, influence number cognitive affective variables may facilitate or hinder learning. In addition, studies often involve media comparisons make it difficult disentangle relative effects on Therefore, this also aims provide insights concerning unique combined immersion specified by CAMIL. We employed 2 × between-subjects design (N = 153) manipulated degree during lesson topic viral diseases. Analyses variance (ANOVAs) were used examine our interest, structural equation modeling (SEM) was assess predicted results indicated involves situational interest embodied Main and/or load, physical presence are reported addition interaction between agency findings evidence for suggest important additions model. These can better understanding immersive guide future

Language: Английский

Citations

182

How does interactive virtual reality enhance learning outcomes via emotional experiences? A structural equation modeling approach DOI Creative Commons
Hairu Yang,

Minghan Cai,

Yongfeng Diao

et al.

Frontiers in Psychology, Journal Year: 2023, Volume and Issue: 13

Published: Jan. 6, 2023

Introduction Interest in interactive virtual reality (IVR) is increasing due to its potential for embodied learning and group-led teaching. However, few studies have investigated the internal mechanism by which IVR technology features experiences affect outcomes terms of psychological emotional value. Based on media models control value theory achievement emotions (CVTAE), this study uses structural equation modeling (SEM) investigate correlations among elements features, experiences, outcomes. It also emphasizes role played experience context. Methods The sample referenced consisted 480 college students (193 males) who were simultaneously engaged guided inquiry an IVR-based COVID-19 pandemic science museum groups 10. Results findings suggest that presence perceived enjoyment a key mediating effect relationship between (VR) simulation. In addition, results indicate more strongly correlated with effects, while satisfaction. Discussion These provide intellectual support theoretical backing VR-based instructional design environmental development. Moreover, has practical regard future large-scale application experiential teaching, promotion digital transformation intelligence upgrading education.

Language: Английский

Citations

24

Empowering virtual reality with feedback and reflection in hands‐on learning: Effect of learning engagement and higher‐order thinking DOI
Yueh‐Min Huang, Wei‐Sheng Wang, Hsin‐Yu Lee

et al.

Journal of Computer Assisted Learning, Journal Year: 2024, Volume and Issue: 40(4), P. 1413 - 1427

Published: Feb. 23, 2024

Abstract Background Virtual reality (VR) offers significant potential for hands‐on learning environments by providing immersive and visually stimulating experiences. Interacting with such can bring numerous benefits to learning, including enhanced engagement, knowledge construction, higher‐order thinking. However, many current VR studies in tend utilise one‐way materials, limiting participants' ability interact reflect on their actions Moreover, these often neglect assess learners' capacity transfer skills from real‐world scenarios. Therefore, this study aims investigate outcomes, thinking, apply acquired contexts. Method Objective Participants were immersed a environment VR, where they received feedback engaged reflection during the process. This recruited 68 university students participate experiment, employing quasi‐experimental design. experienced units both without feedback. The theme of was related embedded systems, encompassing topics as assembly components Python programming. investigation aimed whether could enhance cognitive levels, tasks abilities, Results research results indicate that environment, participants engage through provided feedback, effectively enhancing task abilities. Simultaneously, it also successfully assists developing problem‐solving critical thinking Conclusions actively own within enabling them develop deeper understanding material we encourage integration strategies yield positive learners.

Language: Английский

Citations

11

Integrating immersive technologies with STEM education: a systematic review DOI Creative Commons
Talía Tene, Jéssica Alexandra Marcatoma Tixi,

María de Lourdes Palacios Robalino

et al.

Frontiers in Education, Journal Year: 2024, Volume and Issue: 9

Published: June 20, 2024

Objective This systematic review aims to synthesize current knowledge on integrating immersive technologies, namely Virtual Reality (VR) and Augmented (AR), in Science, Technology, Engineering, Mathematics (STEM) education, lighten their impact student performance engagement. Methods Adhering PRISMA guidelines, a detailed search strategy across Scopus Web of Science databases identified relevant peer-reviewed journal articles published from 2002 2023. The PICOS approach informed our inclusion criteria, focusing empirical studies that assessed the application VR AR technologies educational settings. Studies were evaluated for methodological quality, data extraction was meticulous, with variables categorized as engagement, performance, or combination both. Analysis A descriptive statistical analysis using chi-square tests employed examine relationship between type technology (AR, VR, XR, MR) outcomes. quantitative assessment provided nuanced understanding interplay various pedagogical effectiveness. Results Out 143 initially articles, 22 met criteria analysis. Findings revealed most studied technology, followed by VR. Most reported positive effects engagement increased effectiveness being less frequently observed. notable portion specifically investigated underscoring multifaceted benefits education. Conclusions Immersive are reshaping STEM education enhancing performance. Integrating offers promising benefits, including improved comprehension complex concepts, motivation, enriched collaborative learning experiences. However, field requires globally inclusive adaptable framework rapid technological evolution diverse contexts. Future research should broaden its scope include multilingual literature non-traditional academic channels, ensure ethical standards upheld, focus personalization adaptability maximize potential these technologies.

Language: Английский

Citations

9

Effect of immersive virtual reality based upon input processing model for second language vocabulary retention DOI
Tao Xie, Hanyu Zhang, Yunong Yang

et al.

Education and Information Technologies, Journal Year: 2025, Volume and Issue: unknown

Published: Jan. 10, 2025

Language: Английский

Citations

1

The varied experience of undergraduate students learning chemistry in virtual reality laboratories DOI
Shalaunda Reeves, Kent J. Crippen, Erica D. McCray

et al.

Computers & Education, Journal Year: 2021, Volume and Issue: 175, P. 104320 - 104320

Published: Aug. 30, 2021

Language: Английский

Citations

51

Learning by Doing or Doing Without Learning? The Potentials and Challenges of Activity-Based Learning DOI Creative Commons
Alexander Skulmowski

Educational Psychology Review, Journal Year: 2024, Volume and Issue: 36(1)

Published: Feb. 28, 2024

Abstract Engaging learners in activities is an important instructional method. However, the learning-by-doing approach also poses some risks. By analyzing differences between various types of learning activities, issues activity-based are revealed and discussed. Activity-based can consist relatively simple patterns motor activity or may involve additional task-related knowledge, resulting complex activities. Excessive movement failure to properly integrate into a task lead problems for activity–based learning. Elaborate such as letting generate drawings, quickly evolve secondary tasks their own right. Demanding create cognitive load, less working memory capacity being available engaging with actual content. If interventions be used, many redundant aspects possible need avoided while providing guidance learners. In addition, it necessary consider how demands transform once shifted from physical digital world order acknowledge potential increases load. Taken together, this review connects educational perspectives on arrive at models recommendations that high relevance transformation education

Language: Английский

Citations

6

Enhancing experiential science learning with virtual labs: A narrative account of merits, challenges, and implementation strategies DOI
Ronald L. Reyes,

Kristina P. Isleta,

Jennifer Regala

et al.

Journal of Computer Assisted Learning, Journal Year: 2024, Volume and Issue: unknown

Published: Sept. 4, 2024

Abstract Background The adoption of virtual laboratories (VLs) has experienced a significant surge, catalysed by the global changes in educational landscape, notably influenced COVID‐19 pandemic. Originally supplementary to traditional in‐person laboratory experiments, VLs swiftly transitioned into primary source hands‐on activities for institutions worldwide during As restrictions have eased, virtual, computer‐assisted learning platforms continue be used, though now as complement to, rather than substitute for, experimentation opportunities. However, their presents both opportunities and challenges that require thorough investigation maximize effectiveness equity. Objectives This paper aims provide comprehensive overview VL resources utilized across various scientific disciplines. It evaluates potential enhance examines efficacy from constructivist perspective. By doing so, study seeks identify best practices, challenges, strategies effective integration science education. Methods A content analysis was conducted on literature published 2013 2023, focusing settings. Thematic employed categorize findings three pillars: Merits, Challenges, Implementation Strategies. Multiple researchers participated ensure reliability consistency. To further reliability, regular cross‐checks consensus meetings were held resolve any discrepancies maintain integrity thematic categorization. perspective used analyse instructional implications, active evaluate alignment with goals, adapted teaching methods, assessments. Results Conclusions revealed offer benefits, including enhanced accessibility, flexibility, learning. Virtual labs scalable, safe inquiry‐based replicating experiments an accessible digital environment, enhancing understanding concepts based research demonstrations improved outcomes. such high initial setup costs, technological barriers, need curricula also identified. Despite these experiences, provided they are implemented thoughtfully equitably. Future should focus improving efficacy, collaboration among stakeholders, economic feasibility impact.

Language: Английский

Citations

6

Promoting musical instrument learning in virtual reality environment: Effects of embodiment and visual cues DOI
Shufan Yu, Qingtang Liu, Mina C. Johnson‐Glenberg

et al.

Computers & Education, Journal Year: 2023, Volume and Issue: 198, P. 104764 - 104764

Published: Feb. 24, 2023

Language: Английский

Citations

14

Theory-Based Learning Design with Immersive Virtual Reality in Science Education: a Systematic Review DOI

Angela L. C. Lui,

Christelle Not, Gary K. W. Wong

et al.

Journal of Science Education and Technology, Journal Year: 2023, Volume and Issue: 32(3), P. 390 - 432

Published: March 31, 2023

Language: Английский

Citations

14