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Virtually Alone

How Facilitated Aloneness Affect Self-study in IVE

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Augmented Reality, Virtual Reality, and Computer Graphics (AVR 2020)

Abstract

For most learners, appropriate learning climates within spaces selected for self-study (e.g., libraries) are helpful in sustaining self-regulated learning efforts. In order to provide learners with appropriate self-study spaces, we examined an immersive virtual environment (IVE) for English phonemes acquisition practice. Social settings of a learning environment sometimes yield positive effects, but sometimes not. To assess the influences of social interactivity against learner’s effort towards his/her persistent skill development, we have conducted exploratory studies.

In this paper, we examined self-regulated learning in IVEs that provided little social interactivity. We compared two “alone” environments: a literally solo space and a shared space devoid of communication capability. Participants in the shared space with a silent other recorded quite better scores compared to those in the solo space at the beginning of the experimental tasks.

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Notes

  1. 1.

    Lenovo Mirage Solo with Daydream, https://www.lenovo.com/jp/ja/vr-smartdevices/augmented-reality/lenovo-mirage-solo/Mirage-Solo/p/ZZIRZRHVR01.

  2. 2.

    Unity 3D, https://unity.com/.

  3. 3.

    Google VR SDK for Unity, https://developers.google.com/vr/develop/unity/get-started-android.

  4. 4.

    Google Home, https://store.google.com/us/product/google_home_speaker?hl=en-US.

  5. 5.

    Dialogflow, https://dialogflow.com/.

  6. 6.

    TOEIC Listening & Reading Test, https://www.iibc-global.org/english/toeic/test/lr/about.html.

  7. 7.

    EIKEN, https://www.eiken.or.jp/eiken/en/grades/.

  8. 8.

    IBM SPSS Version 21.

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Acknowledgments

We wish to thank the anonymous reviewers and all those who participated in this project for their useful comments and help.

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Correspondence to Naoko Hayashida .

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Hayashida, N., Kuzuoka, H., Suzuki, K. (2020). Virtually Alone. In: De Paolis, L., Bourdot, P. (eds) Augmented Reality, Virtual Reality, and Computer Graphics. AVR 2020. Lecture Notes in Computer Science(), vol 12243. Springer, Cham. https://doi.org/10.1007/978-3-030-58468-9_10

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  • DOI: https://doi.org/10.1007/978-3-030-58468-9_10

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