Skip to main content

Trial Assessment of Online Learners’ Engagement with 360-Degree Architecture Videos

  • Conference paper
  • First Online:
Immersive Learning Research Network (iLRN 2023)

Abstract

In recent years, with the development of massive open online courses (MOOCs) and extended reality (XR), the use of XR within MOOCs is becoming more feasible. Aside from making simulations possible, XR can support learning in domains where spatial awareness can be critical, such as in architecture. An intermediate technology to XR is 360-degree videos embedded in MOOCs that can be rendered in two-dimensional view (2D) via web browsers or in three-dimensional (3D) view (i.e., volumetric) with the use of a head-mounted display (HMD). When rendered in 3D, a more immersive learning environment may be achieved as the field of view restrictions in 2D format are removed. However, whether the additional dimension can enhance the learning experience, may it be in performance or satisfaction, is yet to be investigated. This study used a short learning module using contents from an existing edX architecture MOOC in a pre-test/post-test randomized mixed methods experiment where learners watch 360-degree videos via a web browser or with an HMD while being observed. Results indicate that while HMD usage may appear to elicit more engagement, the measured learned outcomes between the two groups do not significantly differ. Since purchasing an HMD for online learning is an expense, suggestions for improving the 3D experience were derived from learner interviews. These include better scrutiny of the purpose and alignment of 360-degree video content with the lessons and more robust beta-testing before course release to the public.

This is a preview of subscription content, log in via an institution to check access.

Access this chapter

Subscribe and save

Springer+ Basic
$34.99 /Month
  • Get 10 units per month
  • Download Article/Chapter or eBook
  • 1 Unit = 1 Article or 1 Chapter
  • Cancel anytime
Subscribe now

Buy Now

Chapter
USD 29.95
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever

Tax calculation will be finalised at checkout

Purchases are for personal use only

Institutional subscriptions

Similar content being viewed by others

Notes

  1. 1.

    This course is still available on https://www.edx.org/course/japanese-architecture-and-structural-design.

  2. 2.

    A playlist of the 360-degree videos can be found in this URL: https://www.youtube.com/playlist?list=PLA-JBrgwfYIfqrlK82QY6IPwMmStfJ0Ba.

References

  1. Atkins, A., Charles, F., Adjanin, N.: A new realm for distance and online learning: 360-degree VR. Teach. Journal. Mass Commun. 10(2), 51–54 (2020)

    Google Scholar 

  2. Berns, A., Mota, J.M., Ruiz-Rube, I., Dodero, J.M.: Exploring the potential of a 360 video application for foreign language learning. In: Proceedings of the Sixth International Conference on Technological Ecosystems for Enhancing Multiculturality, pp. 776–780 (2018)

    Google Scholar 

  3. Carlon, M.K.J., Keerativoranan, N., Cross, J.S.: Content type distribution and readability of MOOCs. In: Proceedings of the Seventh ACM Conference on Learning@ Scale, pp. 401–404 (2020)

    Google Scholar 

  4. Cipresso, P., Giglioli, I.A.C., Raya, M.A., Riva, G.: The past, present, and future of virtual and augmented reality research: a network and cluster analysis of the literature. Front. Psychol. 9, 2086 (2018)

    Google Scholar 

  5. Deng, R.: Emotionally engaged learners are more satisfied with online courses. Sustainability 13(20), 11169 (2021)

    Article  Google Scholar 

  6. Deng, R., Benckendorff, P., Gannaway, D.: Linking learner factors, teaching context, and engagement patterns with MOOC learning outcomes. J. Comput. Assist. Learn. 36(5), 688–708 (2020)

    Article  Google Scholar 

  7. Goethe, O.: Immersion in games and gamification. In: Gamification Mindset. HIS, pp. 107–117. Springer, Cham (2019). https://doi.org/10.1007/978-3-030-11078-9_10

    Chapter  Google Scholar 

  8. Guo, P.J., Kim, J., Rubin, R.: How video production affects student engagement: an empirical study of MOOC videos. In: Proceedings of the First ACM Conference on Learning@ Scale, pp. 41–50 (2014)

    Google Scholar 

  9. Hanson, J., Andersen, P., Dunn, P.K.: Effectiveness of three-dimensional visualisation on undergraduate nursing and midwifery students’ knowledge and achievement in pharmacology: a mixed methods study. Nurse Educ. Today 81, 19–25 (2019)

    Article  Google Scholar 

  10. Kerr, J., Lawson, G.: Augmented reality in design education: landscape architecture studies as AR experience. Int. J. Art Des. Educ. 39(1), 6–21 (2020)

    Article  Google Scholar 

  11. McHugh, M.L.: Interrater reliability: the kappa statistic. Biochem. Medica 22(3), 276–282 (2012)

    Article  MathSciNet  Google Scholar 

  12. Muñoz-Carpio, J.C., Cowling, M., Birt, J.: Doctoral colloquium-exploring the benefits of using 360 video immersion to enhance motivation and engagement in system modelling education. In: 2020 6th International Conference of the Immersive Learning Research Network (iLRN), pp. 403–406. IEEE (2020)

    Google Scholar 

  13. Ocumpaugh, J.: Baker Rodrigo Ocumpaugh Monitoring Protocol (BROMP) 2.0 technical and training manual. New York, NY and Manila, Philippines: Teachers College, Columbia University and Ateneo Laboratory for the Learning Sciences, p. 60 (2015)

    Google Scholar 

  14. O’Malley, P.J., Agger, J.R., Anderson, M.W.: Teaching a chemistry MOOC with a virtual laboratory: lessons learned from an introductory physical chemistry course. J. Chem. Educ. 92(10), 1661–1666 (2015)

    Article  Google Scholar 

  15. Papadatou-Pastou, M., Touloumakos, A.K., Koutouveli, C., Barrable, A.: The learning styles neuromyth: when the same term means different things to different teachers. Eur. J. Psychol. Educ. 36, 511–531 (2021)

    Article  Google Scholar 

  16. Pirker, J., Holly, M., Gütl, C.: Room scale virtual reality physics education: use cases for the classroom. In: 2020 6th International Conference of the Immersive Learning Research Network (iLRN), pp. 242–246 (2020). https://doi.org/10.23919/iLRN47897.2020.9155167

  17. Qian, J., Ma, Y., Pan, Z., Yang, X.: Effects of virtual-real fusion on immersion, presence, and learning performance in laboratory education. Virtual Real. Intell. Hardw. 2(6), 569–584 (2020)

    Article  Google Scholar 

  18. Rupp, M.A., Kozachuk, J., Michaelis, J.R., Odette, K.L., Smither, J.A., McConnell, D.S.: The effects of immersiveness and future VR expectations on subjective-experiences during an educational 360 video. In: Proceedings of the Human Factors and Ergonomics Society Annual Meeting, vol. 60, pp. 2108–2112. SAGE Publications Sage CA, Los Angeles, CA (2016)

    Google Scholar 

  19. Seo, J.H., Kicklighter, C., Garcia, B., Chun, S.W., Wells-Beede, E.: Work-in-progress-design and evaluation of 360 VR immersive interactions in nursing education. In: 2021 7th International Conference of the Immersive Learning Research Network (iLRN), pp. 1–3. IEEE (2021)

    Google Scholar 

  20. Shin, D.H.: The role of affordance in the experience of virtual reality learning: technological and affective affordances in virtual reality. Telemat. Inform. 34(8), 1826–1836 (2017)

    Article  Google Scholar 

  21. Sutherland, I.E., et al.: The ultimate display. In: Proceedings of the IFIP Congress, vol. 2, pp. 506–508. New York (1965)

    Google Scholar 

Download references

Acknowledgement

This work was supported by the Japan Society for the Promotion of Science (JSPS) via the Grants-in-Aid for Scientific Research (Kakenhi) Grant Number JP20H01719. The authors thank Tokyo Tech Professor Toru Takeuchi and retired Professor David Stewart for their advice regarding this research project, which helped determine the direction and generated important ideas for further study. The authors also thank Tokyo Tech students in the Cross lab Dongzi Hu and Abraham Castro Garcia for their contribution to the experiments. This work was made possible by the support of Tokyo Tech’s Online Content Research and Development Section in the Center for Innovative Teaching and Learning.

Author information

Authors and Affiliations

Authors

Corresponding author

Correspondence to Jeffrey S. Cross .

Editor information

Editors and Affiliations

Rights and permissions

Reprints and permissions

Copyright information

© 2024 The Author(s), under exclusive license to Springer Nature Switzerland AG

About this paper

Check for updates. Verify currency and authenticity via CrossMark

Cite this paper

Liu, F., Carlon, M.K.J., Gaddem, M.R., Cross, J.S. (2024). Trial Assessment of Online Learners’ Engagement with 360-Degree Architecture Videos. In: Bourguet, ML., Krüger, J.M., Pedrosa, D., Dengel, A., Peña-Rios, A., Richter, J. (eds) Immersive Learning Research Network. iLRN 2023. Communications in Computer and Information Science, vol 1904. Springer, Cham. https://doi.org/10.1007/978-3-031-47328-9_5

Download citation

  • DOI: https://doi.org/10.1007/978-3-031-47328-9_5

  • Published:

  • Publisher Name: Springer, Cham

  • Print ISBN: 978-3-031-47327-2

  • Online ISBN: 978-3-031-47328-9

  • eBook Packages: Computer ScienceComputer Science (R0)

Publish with us

Policies and ethics