open access publication

Article, 2019

Investigating the effect of pre-training when learning through immersive virtual reality and video: A media and methods experiment

Computers & Education, ISSN 1873-782X, 0360-1315, Volume 140, Page 103603, 10.1016/j.compedu.2019.103603

Contributors

Meyer, Oliver A. [1] Omdahl, Magnus K. [2] Makransky, Guido 0000-0003-1862-7824 (Corresponding author) [1]

Affiliations

  1. [1] University of Copenhagen
  2. [NORA names: KU University of Copenhagen; University; Denmark; Europe, EU; Nordic; OECD];
  3. [2] University of Southern Denmark
  4. [NORA names: SDU University of Southern Denmark; University; Denmark; Europe, EU; Nordic; OECD]

Abstract

Immersive virtual reality (VR) is predicted to have a significant impact on education; but most studies investigating learning with immersive VR have reported mixed results when compared to low-immersion media. In this study, a sample of 118 participants was used to test whether a lesson presented in either immersive VR or as a video could benefit from the pre-training principle, as a means of reducing cognitive load. Participants were randomly assigned to one of two method conditions (with/without pre-training), and one of two media conditions (immersive VR/video). The results showed an interaction between media and method, indicating that pre-training had a positive effect on knowledge (d = 0.81), transfer (d = 0.62), and self-efficacy (d = 0.64) directly following the intervention; and on self-efficacy (d = 0.84) in a one-week delayed post-test in the immersive VR condition. No effect was found for any of these variables within the video condition.

Keywords

VR condition, cognitive load, conditions, education, effect, effect of pre-training, experiments, immersive VR, immersive VR condition, immersive virtual reality, impact, interaction, intervention, knowledge, load, medium, medium conditions, method, method conditions, method experiments, no effect, participants, positive effect, post-test, pre-training, pre-training principle, principles, reality, reduce cognitive load, results, samples, self-efficacy, study, transfer, variables, video, video condition, virtual reality

Funders

  • Innovation Fund Denmark

Data Provider: Digital Science