Abstract
New technologies are extensively used in learning and their potential positive impact is still evaluated, in particular on tablets and Virtual Reality (VR). The interest of this technology is the immersion and the control they can bring to the learning environment. To study the impact of the degree of immersion and control on learning we evaluate the performance, intrinsic motivation and self regulation on a first experiment. The task consisted of a virtual visit of a 3D museum based on four different conditions, (1) high immersion with active VR, (2) passive high immersion, (3) low immersion with active tablet, (4) passive low immersion. The intrinsic motivation and emotion were evaluated with a self-reported questionnaire, and self regulation with behavioral indicator. Results show that an active control of the learning improves performance, but it did not impact intrinsic motivation and had a partial impact on self regulation. Immersion had no impact on performance and intrinsic motivation, but it impacts partially self regulation. Because overall performance was quite low, we supposed that participants were mentally overloaded by the high amount of information. To test the effect of cognitive load, we did a second experiment in which a low cognitive load condition was added and compared to the sample of experiment one who was in a high cognitive load condition. Results showed higher performance in low cognitive load condition rather than in high one. Also control still had a positive impact on learning on low cognitive load, and immersion had no impact.
Access this chapter
Tax calculation will be finalised at checkout
Purchases are for personal use only
References
Aleven, V., Stahl, E., Schworm, S., Fischer, F., Wallace, R.: Help seeking and help design in interactive learning environments. Rev. Educ. Res. 73(3), 277–320 (2003). https://doi.org/10.3102/00346543073003277
Gendron, B.: Capital émotionnel, cognition, performance et santé: quels liens? In: Du percept à la décision: Intégration de la cognition, l’émotion et la motivation. De Boeck Supérieur, Louvain-la-Neuve (2010). https://doi.org/10.3917/dbu.masmo.2010.01.0329
Black, A.E., Deci, E.L.: The effects of student self regulation and instructor autonomy support on learning in a college-level natural science course: a self-determination theory perspective. Sci. Educ. 84, 740–756 (2000)
Deci, E.L., Ryan, R.M.: The ‘what’ and ‘why’ of goal pursuits: human needs and the self-determination of behavior. Psychol. Inq. 11, 227–268 (2000)
Burkhardt, J.M., Lourdeaux, D., Mellet-d’Huart, D.: La conception des environnements virtuels pour l’apprentissage (2003)
Kontogeorgiou, A.M., Bellou, J., Mikropoulos, T.A.: Being inside the quantum atom. PsychNology J. 6(1), 83–98 (2008)
Muhanna, A.: Virtual reality and the CAVE: taxonomy, interaction challenges and research directions. J. King Saud Univ. Comput. Inf. Sci. 27, 344–361 (2015)
Mikropoulos, T.A., Natsis, A.: Educational virtual environments: a ten-year review of empirical research (1999–2009). Comput. Educ. 56(3), 769–780 (2011)
Negut, A., Matu, S.-A., Sava, F.A., David, D.: Task difficulty of virtual reality-based assessment tools compared to classical paper-and-pencil or computerized measures: a meta-analytic approach. Comput. Hum. Behav. 54, 414–424 (2016)
Hake, R.R.: Interactive-engagement versus traditional methods: a six-thousand student survey of mechanics test data for introductory physics courses. Am. J. Phys. 66(1), 64–74 (1998)
Pintrich, P.: The role of goal orientation in self regulated learning. In: Handbook of Self Regulation. Academic Press, San Diego (2000)
Bouffard-Bouchard, T., Pinard, A.: Sentiment d’auto-efficacité et exercice des processus d’autorégulation chez des étudiants de niveau collégial. Int. J. Psychol. 23(1–6), 409–431 (1988)
Sakdavong, J.C., Burgues, M., Huet, N.: Virtual reality in self-regulated learning: example in art domain. In: Proceedings of the 11th International Conference on Computer Supported Education (CSEDU 2019), Heraklion, Greece, vol. 2, pp. 79–87, May 2019. https://doi.org/10.5220/0007718500790087
Sweller, J.: Evolution of human cognitive architecture. In: Ross, B.H. (ed.) The Psychology of Learning and Motivation, vol. 43, pp. 215–266. Academic Press, New York (2003)
Ausubel, D.P.: In defense of verbal learning. Educ. Theory 11(1), 15–25 (1961). https://doi.org/10.1111/j.1741-5446.1961.tb00038
Deci, E.L., Nezlek, J., Sheinman, L.: Characteristics of the rewarder and intrinsic motivation of the rewardee. J. Pers. Soc. Psychol. 40(1), 1 (1981)
Jang, S., Vitale, J.M., Jyung, R.W., Black, J.B.: Direct manipulation is better than passive viewing for learning anatomy in a three-dimensional virtual reality environment. Comput. Educ. 106, 150–165 (2017)
Limniou, M., Roberts, D., Papadopoulos, N.: Full immersive virtual environment CAVE in chemistry education. Comput. Educ. 51(2), 584–593 (2008)
Visch, V.T., Tan, E.S., Molenaar, D.: The emotional and cognitive effects of immersion in film viewing. Cogn. Emot. 24(8), 1439–1445 (2010)
Dalgarno, B., Lee, M.J.: What are the learning affordances of 3-D virtual environments? Br. J. Educ. Technol. 41(1), 10–32 (2010)
Deci, E.L., Eghrari, H., Patrick, B.C., Leone, D.: Facilitating internalization: the self- determination theory perspective. J. Pers. 62, 119–142 (1994)
Bruner, J.S.: Going beyond the information given. Contemp. Approaches Cogn. 1(1), 119–160 (1957)
Pan, Z., Cheok, A.D., Yang, H., Zhu, J., Shi, J.: Virtual reality and mixed reality for virtual learning environments. Comput. Graph. 30 (2006). https://doi.org/10.1016/j.cag.2005.10.004
Milgram, P., Kishino, F.: A taxonomy of mixed reality visual displays. IEICE Trans. Inf. Syst. 77(12), 1321–1329 (1994)
Redish, E.F., Saul, J.M., Steinberg, R.N.: On the effectiveness of active engagement microcomputer-based laboratories. Am. J. Phys. 65(1), 45–54 (1997)
Barsalou, L.W.: Grounded cognition. Ann. Rev. Psychol. 59, 617–645 (2008)
Mayer, R.E. (ed.): The Cambridge Handbook of Multimedia Learning. Cambridge University Press, New York (2005)
Roediger III, H.L., Karpicke, J.D.: Test enhanced learning: taking tests improves long-term retention. Psychol. Sci. 17(249), 255 (2006)
Bandura, A., Schunk, D.H.: Cultivating competence, self-efficacy, and intrinsic interest through proximal self-motivation. J. Pers. Soc. Psychol. 41(3), 586 (1981)
Author information
Authors and Affiliations
Corresponding author
Editor information
Editors and Affiliations
Rights and permissions
Copyright information
© 2020 Springer Nature Switzerland AG
About this paper
Cite this paper
Burgues, M., Huet, N., Sakdavong, JC. (2020). Immersion and Control in Learning Art Knowledge: An Example in Museum Visit. In: Lane, H.C., Zvacek, S., Uhomoibhi, J. (eds) Computer Supported Education. CSEDU 2019. Communications in Computer and Information Science, vol 1220. Springer, Cham. https://doi.org/10.1007/978-3-030-58459-7_6
Download citation
DOI: https://doi.org/10.1007/978-3-030-58459-7_6
Published:
Publisher Name: Springer, Cham
Print ISBN: 978-3-030-58458-0
Online ISBN: 978-3-030-58459-7
eBook Packages: Computer ScienceComputer Science (R0)