Title
Investigating learning outcomes and subjective experiences in 360-degree videos.
Abstract
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 well-being, 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° 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.
Year
DOI
Venue
2019
10.1016/j.compedu.2018.09.015
Computers & Education
Keywords
Field
DocType
Virtual reality learning environments,Simulator sickness,Immersion,Presence,Place illusion
Illusion,Oculus,Virtual reality,Google Cardboard,Computer science,Immersion (virtual reality),Pedagogy,Affect (psychology),Simulator sickness,Applied psychology,Immersive technology
Journal
Volume
ISSN
Citations 
128
0360-1315
4
PageRank 
References 
Authors
0.40
17
6