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Examining the impact of VR and MR on future teachers' creativity performance and influencing factors by scene expansion in instruction designs

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Abstract

Unlike the traditional environment, VR and MR environments provide novel, natural, lifelike 3D user interfaces, which can stimulate the imagination of users. Whether VR and MR environments can influence the creativity and its impact factors (flow, attention, and relaxation) of future teachers' scene expansion in instruction design are the focus of the study. Moreover, the differences between the impacts of VR and MR environments on creativity and its impact factors are also questions worth exploring. In this study, we developed VR and MR experiment environments as creativity support systems to stimulate future teachers’ creativity before they carry out the instruction design of experimental courses. The results show that the creativity, flow, and attention of future teachers which use the VR and MR environments were higher than in the traditional environment. Moreover, the future teachers' creativity of scene expansion in MR environment was higher than VR environment, the future teachers' attention of VR environment was higher than MR environment, and the future teachers.' relaxation of VR environment was lower than the traditional environment. These findings provide a useful inspiration, i.e. too high concentration or too high relaxation is not conducive to the production of creativity. The MR creativity support system that provides moderate and balanced attention and relaxation can good stimulate the creativity of future teachers in the instruction design. We expect these findings to inspire the design of creativity support systems and foster future teachers’ creativity level in instructional design.

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Acknowledgements

This research was conducted with the National Key R & D Plan of China (2018YFB1004903), NSFC project (62077041), VR experiment teaching project in Zhejiang Province (2019(5)-264), Ministry of Education Industry-University Cooperation Project (No. 202101031035), the diligent research project of Hangzhou Normal University and University Student Science and Technology Innovation Activity Plan in Zhejiang Province (Xinmiao Talent Plan, Grant No. 2020R427068) of China.

All the authors of the paper make the following statement: No potential conflict of interest was reported by the authors. The research includes user study, which means that we collected some data (questionnaires, brain waves, etc.) of human participants in various experimental environments and obtained their consent to use these data for academic purposes.

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Correspondence to Mingmin Zhang or Zhigeng Pan.

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Appendices

Appendix I

1.1 Kaufman domains of creativity scale (K-DOCS)

Instructions: Compared to people of approximately your age and life experience, how creative would you rate yourself for each of the following acts? For acts that you have not specifically done, estimate your creative potential based on your performance on similar tasks.

  • 1: Much Less Creative.

  • 2: Less Creative.

  • 3: Neither More Nor Less Creative.

  • 4: More Creative.

  • 5: Much More Creative.

Finding something fun to do when I have no money

1

2

3

4

5

Helping other people cope with a difficult situation

     

Teaching someone how to do something

     

Maintaining a good balance between my work and my personal life

     

Understanding how to make myself happy

     

Being able to work through my personal problems in a healthy way

     

Thinking of new ways to help people

     

Choosing the best solution to a problem

     

Planning a trip or event with friends that meets every- one’s needs

     

Mediating a dispute or argument between two friends

     

Getting people to feel relaxed and at ease

     

Writing a nonfiction article for a newspaper, letter, or magazine

     

Writing a letter to the editor

     

Researching a topic using many different types of sources that may not be readily apparent

     

Debating a controversial topic from my own perspective

     

Responding to an issue in a context-appropriate way

     

Gathering the best possible assortment of articles or papers to support a specific point of view

     

Arguing a side in a debate that I do not personally agree with

     

Analyzing the themes in a good book

     

Figuring out how to integrate critiques and suggestions while revising a work

     

Being able to offer constructive feedback based on my own reading of a paper

     

Coming up with a new way to think about an old debate

     

Writing a poem

     

Making up lyrics to a funny song

     

Making up rhymes

     

Composing an original song

     

Learning how to play a musical instrument

     

Shooting a fun video to air on YouTube

     

Singing in harmony

     

Spontaneously creating lyrics to a rap song

     

Playing music in public

     

Acting in a play

     

Carving something out of wood or similar material

     

Figuring out how to fix a frozen or buggy computer

     

Writing a computer program

     

Solving math puzzles

     

Taking apart machines and figuring out how they work

     

Building something mechanical (like a robot)

     

Helping to carry out or design a scientific experiment

     

Solving an algebraic or geometric proof

     

Constructing something out of metal, stone, or similar material

     

Drawing a picture of something I’ve never actually seen (like an alien)

     

Sketching a person or object

     

Doodling/drawing random or geometric designs

     

Making a scrapbook page out of my photographs

     

Taking a well-composed photograph using an interesting angle or approach

     

Making a sculpture or piece of pottery

     

Appreciating a beautiful painting

     

Coming up with my own interpretation of a classic work of art

     

Enjoying an art museum

     

Appendix II

2.1 Flow State Scale (FSS)

Please answer the following questions in relation to your experience in the event you have just completed. These questions relate to the thoughts and feelings you may have experienced during the event. There are no right or wrong answers. Think about how you felt during the event and answer the questions using the rating scale below. Circle the number that best matches your experience from the options to the right of each question.

  • 1: Strongly disagree.

  • 2: Disagree.

  • 3: Neither agree or disagree.

  • 4: Agree.

  • 5: Strongly agree.

1. I was challenged, but I believed my skills would allow me to meet the challenge

1

2

3

4

5

2. I made the correct movements without thinking about trying to do so

     

3. I knew clearly what I wanted to do

     

4. It was really clear to me that I was doing well

     

5. My attention was focused entirely on what I was doing

     

6. I felt in total control of what I was doing

     

7. I was not concerned with what others may have been thinking of me

     

8. Time seemed to alter (either slowed down or speeded up)

     

9. I really enjoyed the experience

     

10. My abilities matched the high challenge of the situation

     

11. Things just seemed to be happening automatically

     

12. I had a strong sense of what I wanted to do

     

13. I was aware of how well I was performing

     

14. It was no effort to keep my mind on what was happening

     

15. I felt like I could control what I was doing

     

16. I was not worried about my performance during the event

     

17. The way time passed seemed to be different from normal

     

18. I loved the feeling of that performance and want to capture it again

     

19. I felt I was competent enough to meet the high demands of the situation

     

20. I performed automatically

     

21. I knew what I wanted to achieve

     

22. I had a good idea while I was performing about how well I was doing

     

23. I had total concentration

     

24. I had a feeling of total control

     

25. I was not concerned with how I was presenting myself

     

26. It felt like time stopped while I was performing

     

27. The experience left me feeling great

     

28. The challenge and my skills were at an equally high level

     

29. I did things spontaneously and automatically without having to think

     

30. My goals were clearly defined

     

31. I could tell by the way I was performing how well I was doing

     

32. 1 was completely focused on the task at hand

     

33. I felt in total control of my body

     

34. I was not worried about what others may have been thinking of me

     

35. At times, it almost seemed like things were happening in slow motion

     

36. I found the experience extremely rewarding

     

Appendix III

3.1 Evaluation Scale of Instruction Design

Description: Create a instruction design for the "Exploring the blowing of a fuse" experiment focusing on "scene expansion," to achieve the purpose of efficiently presenting teaching information to students and expanding the breadth and depth of students' innovative thinking

Features: It must have a teaching function, be practical, beautiful, interesting and so on

Restriction: Apply the principles of experiment “exploring the blowing of a fuse” to life

Basic scene:

View full size image

Rating scale for instruction design

For each indicator in the following list, the object in question should be rated on the following scale:

1: Not at all

2: somewhat

3: partly

4: mostly

5: completely

.indicator is absent in the instruction design = “Not at all”

.indicator is present to a small degree in the instruction design = “somewhat”

.indicator is partially applicable to the instruction design = “partly”

.indicator is present to a large degree in the instruction design = “mostly”

.indicator is fully realized in the instruction design = “completely”

Criterion 1: Relevance and Effectiveness

Knowledge of existing facts and principles

1

2

3

4

5

Correctness: Does the beholder recognize the instruction design as instruction design of "exploring the blowing of a fuse" experiment?

     

Performance: Does the instruction design effectively display the teaching information and the exploratory questions?

     

Appropriateness: Does the instruction design conform to the stated constraints (Apply the principles of experiment “exploring the blowing of a fuse” to life)?

     

Criterion 2: Generation of Novelty

Problematization

1

2

3

4

5

Diagnosis: Does the instruction designer finds that the basic scene is low in innovation?

     

Prescription: Does the instruction design clearly suggest an improvement to basic scene?

     

Generation: Does the instruction design suggest an innovative application scene, even if it may not be effective?

     

Adding to existing knowledge

1

2

3

4

5

Redefintion: Does the instruction design help the beholder to see new ways of using it?

     

Combination: Does the instruction design present the scene in a combination of pictures and text?

     

Incrementation: Is the instruction design an extension of an existing "exploring the blowing of a fuse" experiment?

     

Reconstruction: Does the instruction design redesigned on the basic scene?

     

Criterion 3: Elegance

External elegance (effect on other people)

1

2

3

4

5

Recognition: Can the beholder immediately understand the content of the "scene expansion"?

     

Convincingness: Is the beholder convinced that the "scene expansion" will apply successfully?

     

Pleasingness: Is the schematic diagram of "scene expansion" pleasing to eye? Is it an attractive application?

     

Internal elegance (ideas are well worked out)

1

2

3

4

5

Completeness: Is the "scene expansion" a complete solution to the proposed application scene?

     

Harmoniousness: Do the different elements of the "scene expansion" fit together in an internally consistent way?

     

Criterion 4: Genesis

Generalizability (Ideas go beyond the immediate situation)

1

2

3

4

5

Foundationality: Does the "scene expansion" suggest further solutions to the future innovative education and teaching?

     

Transferability: Does the "scene expansion" offer ideas for solving application field’s problems?

     

Germinality: Does the "scene expansion" suggest any new ways of looking at other problems?

     

Seminality: Does the "scene expansion" draw the beholder’s attention to previously unnoticed application fields?

     

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Lu, J., Luo, T., Zhang, M. et al. Examining the impact of VR and MR on future teachers' creativity performance and influencing factors by scene expansion in instruction designs. Virtual Reality 26, 1615–1636 (2022). https://doi.org/10.1007/s10055-022-00652-4

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  • DOI: https://doi.org/10.1007/s10055-022-00652-4

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