Digital Psychology,
Journal Year:
2023,
Volume and Issue:
4(1S)
Published: Nov. 10, 2023
At
first
glance,
the
imagery
on
cover
of
a
psychology
journal
dedicated
to
subject
learning
with
augmented
reality
(AR)
and
virtual
(VR)
may
seem
odd,
as
it
features
apples
oranges.However,
choice
image
is
highly
relevant
given
main
topic
this
issue
Digital
Psychology
-comparative
research
designs
where
conditions
cannot
be
accurately
compared;
classic
example
comparing
oranges
(e.g.
Computers & Education,
Journal Year:
2023,
Volume and Issue:
207, P. 104931 - 104931
Published: Sept. 23, 2023
Learning
in
immersive
virtual
reality
(VR)
can
be
highly
motivating,
but
the
perceptual
richness
and
activity
distract
students
from
core
instructional
message.
Generative
learning
activities
may
mitigate
some
of
limitations
by
helping
learners
focus
on
making
sense
key
material.
The
main
aim
this
study
was
to
examine
whether
benefit
being
prompted
engage
individual
or
collaborative
generative
while
immersed
a
VR
lesson
compared
viewing
same
with
no
breaks.
High
school
(N
=
164)
viewed
biology
adapted
for
about
how
our
cells
are
structured
function.
For
experimental
conditions,
split
up
into
four
parts,
pause
after
each
part
where
summarized
points
created
representation
cell;
performed
individually
collaboratively
within
environment.
Based
theory,
we
predicted
that
engaging
would
display
significantly
higher
posttest
scores
than
control
group.
theories
computer-supported
learning,
examined
group
achieve
results
showed
adding
more
effective
at
improving
activities.
These
consistent
cognitive
load
theory
demonstrate
value
lessons.
Systems,
Journal Year:
2024,
Volume and Issue:
12(9), P. 332 - 332
Published: Aug. 29, 2024
This
study
investigates
the
factors
influencing
undergraduate
students’
self-directed
learning
(SDL)
abilities
in
generative
Artificial
Intelligence
(AI)-driven
interactive
environments.
The
advent
of
AI
has
revolutionized
environments,
offering
unprecedented
opportunities
for
personalized
and
adaptive
education.
Generative
supports
teachers
delivering
smart
education,
enhancing
acceptance
technology,
providing
personalized,
experiences.
Nevertheless,
application
higher
education
is
underexplored.
explores
how
these
AI-driven
platforms
impact
abilities,
focusing
on
key
teacher
support,
strategies,
technology
acceptance.
Through
a
quantitative
approach
involving
surveys
306
undergraduates,
we
identified
motivation,
technological
familiarity,
quality
interaction.
findings
reveal
mediating
roles
self-efficacy
motivation.
Also,
confirmed
that
improvements
support
strategies
within
AI-enhanced
environments
contribute
to
increasing
self-efficacy,
acceptance,
contributes
uncovering
can
inform
design
more
effective
educational
technologies
enhance
student
autonomy
outcomes.
Our
theoretical
model
research
deepen
understanding
applying
while
important
contributions
managerial
implications.
Educational Psychology Review,
Journal Year:
2023,
Volume and Issue:
35(4)
Published: Oct. 27, 2023
Abstract
The
need
to
virtually
collaborate
across
distributed
locations
has
drastically
increased.
Developments
such
as
the
COVID-19
pandemic
and
new
IT
platforms
like
metaverse
have
spurred
a
host
of
immersive
social
applications
that
are
accessed
through
head-mounted
displays.
This
is
expected
stimulate
surge
in
research
on
extended
reality–supported
collaborative
learning
(XRCL)
which
refers
collaboration
situations
where
technology
displays
used
medium
for
learning.
primary
aim
this
article
critically
examine
potential
pedagogical
benefits
limitations
using
XRCL
with
objective
developing
theoretical
framework
describes
fundamental
factors
make
unique:
theory
(TICOL).
In
TICOL,
we
propose
technological
features,
affordances,
techniques
can
foster
four
psychological
define
fundamentally
different
compared
occurs
traditional
systems
(e.g.,
laptops):
presence,
physical
body
ownership,
agency.
These
central
hypothesize
transform
processes
contexts
their
influence
quality
cognitive
socio-emotional
interaction,
space,
ultimately
outcomes.
Since
its
infancy,
hope
TICOL
provide
basis
field
by
motivating
researchers
empirically
challenge
build
our
hypotheses
develop
deeper
understanding
if
how
media
influences
Journal of Computer Assisted Learning,
Journal Year:
2024,
Volume and Issue:
40(4), P. 1591 - 1604
Published: March 17, 2024
Abstract
Introduction
Media
comparison
studies
examining
the
effectiveness
of
immersive
virtual
reality
in
education
have
yielded
inconclusive
findings,
leaving
question
its
impact
on
learning
compared
to
conventional
media
unanswered.
To
address
this
issue,
our
study
employs
a
novel
approach
that
combines
with
an
investigation
influence
broader
educational
context.
Methods
In
experiment,
262
students
from
two
distinct
types
lower
secondary
schools—comprehensive
school
and
multi‐year
gymnasium
(a
selective
academic
school)—participated.
The
received
lesson
topography
contour
line
interpretation,
using
either
environment
or
PowerPoint
slideshow.
A
transfer
test
was
carried
out
before,
immediately
after,
1
month
after
measure
knowledge
application.
Results
(immersive
vs.
slideshow)
outcomes
found
be
minimal,
no
clear
advantage
one
over
other
any
experimental
condition.
contrast,
significant
gains
observed
due
type.
Multi‐year
consistently
outperformed
comprehensive
pre‐test
demonstrated
greater
gains,
regardless
media.
Conclusion
present
innovative
by
integrating
comparative
analysis
different
into
learner
characteristics.
By
including
schools,
provides
insights
differential
effects
varied
contexts.
Frontiers in Education,
Journal Year:
2024,
Volume and Issue:
9
Published: June 11, 2024
Immersive
virtual
reality
(VR)
simulations
are
increasingly
being
used
in
diverse
educational
and
training
contexts
to
supplement
traditional
learning
methods.
The
high
versatility
of
laboratories
allows
students
take
advantage
many
benefits,
like
experiencing
dangerous
reactions,
time-consuming
protocols,
or
expensive
equipment
without
the
necessity
a
real
science
laboratory.
However,
little
research
is
currently
available
support
efficacy
efficiency
this
new
tool.
In
context,
main
objective
study
was
assess
influence
biotechnology
by
using
immersive
VR
technologies
on
student’s
motivational
outcomes
as
compared
with
conventional
methods
only.
To
aim
we
tested
two
strategies,
respectively
were
place
addition
teacher’s
introductory
lesson
hands-on
laboratory
experience.
Aligned
questionaries
administered
before
after
proposed
activities
theoretical
knowledge,
self-efficacy,
interest
biotechnology,
engagement
participants.
We
found
that
when
replaced
an
equivalent
simulation,
lower
respect
approach.
On
contrary,
integrated
additional
tool
existing
methods,
higher
observed
demonstrating
deeper
understanding
contents.
Furthermore,
our
showed
motivates
more
than
thus,
technology
could
be
considered
win-win
strategy
raise
attention
while
increasing
outcomes.