Title
Comparing Student-Based Context Priming in Immersive and Desktop Virtual Reality Environments to Increase Academic Performance
Abstract
Research suggests that 3D virtual environments can be designed to prime engagement, creativity, and improve performance on many cognitive tasks. In this paper, we report on a study that compares the efficacy of context (environmental setting) on the priming of these desired effects within Desktop Virtual Reality (DVR) environments compared to Immersive VR (IVR), viewed from within a VR Head Mounted Device (HMD). We presented a 27-minute seminar “The Creative Process of Making an Animated Movie” to 68 participants within 4 different learning spaces: two with IVR (Prime and No Prime) and two with DVR (Prime and No Prime). The priming scenarios for both IVR and DVR environments included subject matter and popular culture visual artifacts related to animated movies and characters placed within a theatre classroom. This was intended to create a situated learning effect. The No Prime condition was presented in a standard classroom theatre without visual artifacts or any subject matter augmentation. A 20-question multiple-choice content test and UX survey were administered following the seminar while an affective questionnaire measuring anxiety and positive affect were provided before and after the seminar. Increased academic performance was observed with a significant difference in both DVR and IVR priming scenarios compared to the no priming conditions.
Year
DOI
Venue
2022
10.23919/iLRN55037.2022.9815889
2022 8th International Conference of the Immersive Learning Research Network (iLRN)
Keywords
DocType
ISBN
Context,priming,situated learning,immersive,DVR,artifacts,experiential,ELT,applied computing,education,computer-assisted instruction,human-centered computing,human computer interaction,interaction paradigms,virtual reality
Conference
978-1-6654-8283-7
Citations 
PageRank 
References 
0
0.34
7
Authors
2
Name
Order
Citations
PageRank
Dan Hawes121.09
Ali Arya211020.31