RESEARCH PAPER
Mobile Virtual Reality as an Educational Platform: A Pilot Study on the Impact of Immersion and Positive Emotion Induction in the Learning Process
 
More details
Hide details
1
I3B. Universitat Politècnica de València, Valencia, SPAIN
 
 
Online publication date: 2018-02-28
 
 
Publication date: 2018-02-28
 
 
EURASIA J. Math., Sci Tech. Ed 2018;14(6):2045-2057
 
KEYWORDS
ABSTRACT
The purpose of this study is to evaluate the influence of emotional induction and level of immersion on knowledge acquisition and motivation. Two conditions were used for immersion modulation: a high immersive condition, which consisted of the viewing of educational content through a head-mounted-display; and a low immersive condition, which was achieved through direct viewing on a tablet. The emotional conditions, created through video simulation, consisted of a positive versus neutral mood induction procedure. The participants were 56 high school students enrolled on a social science course. The results indicate a significant effect of the positive emotion/high immersive condition in knowledge acquisition while positive emotion induction had a positive effect on the interest subscale of the motivation assessment tool used for both immersive conditions.
REFERENCES (34)
1.
Bakas, C., & Mikropoulos, T. (2003). Design of virtual environments for the comprehension of planetary phenomena based on students’ ideas. International Journal of Science Education, 25(8), 949-967. https://doi.org/10.1080/095006....
 
2.
Baños, R. M., Botella, C., Alcañiz, M., Liaño, V., Guerrero, B., & Rey, B. (2004). Immersion and emotion: their impact on the sense of presence. Cyberpsychology & Behavior: The Impact of the Internet, Multimedia and Virtual Reality on Behavior and Society, 7(6), 734-741. https://doi.org/10.1089/cpb.20....
 
3.
Bavelier, D., Green, C. S., Pouget, A., & Schrater, P. (2012). Brain plasticity through the life span: learning to learn and action video games. Annual Reviews of Neuroscience, 35, 391–416. https://doi.org/10.1146/annure....
 
4.
Bell, J. T., & Fogler, H. S. (1995). The Investigation and application of virtual reality as an educational tool. Paper presented at the American Society for Engineering Education 1995 Annual Conference. Retrieved from https://www.researchgate.net/p....
 
5.
Bradley, M., & Lang, P. J. (1994). Measuring emotion: the self-assessment semantic differential manikin and the semantic differential. Journal of Behavior Therapy and Experimental Psychiatry, 25(I), 49-59. https://doi.org/10.1016/0005-7....
 
6.
Brand, S., Reimer, T., & Opwis, K. (2007). How do we learn in a negative mood? Effects of a negative mood on transfer and learning. Learning and instruction, 17(1), 1-16. https://doi.org/10.1016/j.lear....
 
7.
Civelek, T., Ucar, E., Ustunel, H. & Aydm, M. K. (2014). Effects of a Haptic Augmented Simulation on K-12 Students’ Achievement and their Attitudes toward Physics. Eurasia Journal of Mathematics, Science & Technology Education, 10(6), 565-574. https://doi.org/10.12973/euras....
 
8.
Dalgarno, B., & Lee, M. J. W. (2010). What are the learning affordances of 3-D virtual environments? British Journal of Educational Technology, 41(1), 10-32. https://doi.org/10.1111/j.1467....
 
9.
Dede, C. (2009). Immersive interfaces for engagement and learning. Science, 323, 66-69. https://doi.org/10.1126/scienc....
 
10.
Dirkx, J. M. (2001). The power of feelings: emotion, imagination, and the construction of meaning in adult learning. New Directions for Adult and Continuing Education, 2001(89), 63-72. https://doi.org/10.1002/ace.9.
 
11.
Fowler, C. (2014). Virtual reality and learning: where is the pedagogy? British Journal of Educational Technology, 46(2), 412-422. https://doi.org/10.1111/bjet.1....
 
12.
Hascher, T. (2010). Learning and Emotion: perspectives for theory and research. European Educational Research Journal, 9(1), 13-28. https://doi.org/10.2304/eerj.2....
 
13.
Jerald, J. (2015). The VR book: human-centered design for virtual reality. New York, NY: Association for Computing Machinery and Morgan & Claypool. https://doi.org/10.1145/279279....
 
14.
Kort, B., Reilly, R., & Picard, R. W. (2001). An affective model of interplay between emotions and learning: Reengineering educational pedagogy-building a learning companion. Paper presented at the IEEE International Conference on Advanced Learning Technologies, ICALT 2001. https://doi.org/10.1109/ICALT.....
 
15.
Liew, T. W., & Su-Mae, T. (2016). The effects of positive and negative mood on cognition and motivation in multimedia learning environment. Journal of Educational Technology & Society, 19(2), 104.
 
16.
Lyubomirsky, S., King, L., & Diener, E. (2005). The benefits of frequent positive affect: Does happiness lead to success? Psychological Bulletin, 131(6), 803-855. https://doi.org/10.1037/0033-2....
 
17.
Merchant, Z., Goetz, E. T., Cifuentes, L., Keeney-Kennicutt, W., & Davis, T. J. (2014). Effectiveness of virtual reality-based instruction on students’ learning outcomes in K-12 and higher education: A meta-analysis. Computers and Education, 70, 29-40. https://doi.org/10.1016/j.comp....
 
18.
Mikropoulos, T. a., & Natsis, A. (2011). Educational virtual environments: A ten-year review of empirical research (1999-2009). Computers and Education, 56, 769-780. https://doi.org/10.1016/j.comp....
 
19.
Mora, F. (2013). Neuroeducación. Madrid, España: Alianza Editorial. https://doi.org/10.1017/CBO978....
 
20.
Moreno, R. (2006). Does the modality principle hold for different media? A Test of the method‐affects‐learning hypothesis. Journal of Computer Assisted Learning, 22(3), 149-158. https://doi.org/10.1111/j.1365....
 
21.
Motiwalla, L. F. (2007). Mobile learning: A framework and evaluation. Computers and Education, 49, 581-596. https://doi.org/10.1016/j.comp....
 
22.
Nadler, R. T., Rabi, R., & Minda, J. P. (2010). Better mood and better performance: Learning rule-described categories is enhanced by positive mood. Psychological Science, 21(12), 1770-1776. https://doi.org/10.1177/095679....
 
23.
Park, B., Knörzer, L., Plass, J. L., & Brünken, R. (2015). Emotional design and positive emotions in multimedia learning: An eyetracking study on the use of anthropomorphisms. Computers & Education, 86, 30-42. https://doi.org/10.1016/j.comp....
 
24.
Reschly, A. L., Huebner, E. S., Appleton, J. J., & Antaramian, S. (2012). Engagment as flourishing: the contribution of positive emotions and coping to adolescents. Engagment at school and with learning. Journal of Adolescence, 74(4), 274-283. https://doi.org/10.1002/pits.2....
 
25.
Roussos, M., Johnson, A., Moher, T., Leigh, J., Vasilakis, C., & Barnes, C. (1999). Learning and building together in an immersive virtual world. Presence: Teleoperators and Virtual Environments, 8(3), 247-263. https://doi.org/10.1162/105474....
 
26.
Rupp, M., Kozachuk, J., Michaelis, J. R., Odette, K. L., Smither, J. A., & McConnell, D. S. (2016). The effects of immersiveness and future VR expectations on subjective experiences during an educational 360 o video. Proceedings of the Human Factors and Ergonomics Society, 2108-2112. https://doi.org/10.1177/154193....
 
27.
Ryan, R. M., & Deci, E. L. (2000) Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being. American Psychologist, 55(1), 68-78. https://doi.org/10.1037/0003-0....
 
28.
Slater, M. (1999). Measuring presence: A response to the Witmer and Singer presence questionnaire. Presence: Teleoperators and Virtual Environments, 8(5), 560-565. https://doi.org/10.1162/105474....
 
29.
Slater, M., & Wilbur, S. (1997). A Framework for Immersive Virtual Environments (FIVE): Speculations on the Role of Presence in Virtual Environments. Presence: Teleoperators and Virtual Environments, 6(6), 603–616. https://doi.org/10.1162/pres.1....
 
30.
Taxén, G., & Naeve, A. (2001). CyberMath: A shared virtual environment for mathematics exploration (Report No. CID-129). Retrieved from http://cid.nada.kth.se/pdf/CID....
 
31.
Turner, J. C., Meyer, D. K., & Schweinle, A. (2003). The importance of emotion in theories of motivation: Empirical, Methodological, and Theoretical Considerations from a Goal Theory Perspective. International Journal of Educational Research, 39, 375 -393. https://doi.org/10.1016/j.ijer....
 
32.
Tüzün, H., Yilmaz-Soylu, M., Karakus, T., Inal, Y., & Kizilkaya, G. (2009). The effects of computer games on primary school students’ achievement and motivation in geography learning. Computers and Education, 52(1), 68-77. https://doi.org/10.1016/j.comp....
 
33.
Tzuriel, D. (2000). Dynamic assessment of young children: Educational and intervention perspectives. Educational Psychology, 12(4), 385-435. https://doi.org/10.1023/A:1009....
 
34.
Wrzesien, M., & Alcañiz Raya, M. (2010). Learning in serious virtual worlds: Evaluation of learning effectiveness and appeal to students in the E-Junior project. Computers and Education, 55(1), 178-187. https://doi.org/10.1016/j.comp....
 
eISSN:1305-8223
ISSN:1305-8215
Journals System - logo
Scroll to top