open access publication

Article, 2023

Mastery experiences in immersive virtual reality promote pro-environmental waste-sorting behavior

Computers & Education, ISSN 1873-782X, 0360-1315, Volume 198, Page 104760, 10.1016/j.compedu.2023.104760

Contributors

Stenberdt, Valdemar Aksel 0000-0001-8219-0642 [1] 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]

Abstract

The rapid digitalization following COVID-19 necessitates best-practice knowledge on how to use educational technologies such as immersive virtual reality (IVR). At the same time, to deal with climate change, we require new ways to embed climate change education in formal education. The current study is one of the first to investigate the feasibility of an alternative educational approach to improving waste management in the classroom as part of formal education, utilizing mastery experiences in IVR. We explore the use of a novel IVR simulation on waste management, an example of pro-environmental behavior, for climate change education. A total of 173 high school students participated in a pre-registered intervention investigating the impact of IVR on knowledge and intentions to act pro-environmentally. A 2x2 design was used to compare different design approaches to the IVR simulation based on the instructional design elements of the instruction sequence (Direct Instruction vs. Productive Failure) and feedback (Corrective Feedback vs. Exaggerated Feedback). The results indicated that IVR was effective for increasing students’ knowledge (η 2  = 0.41), intentions (η 2  = 0.10), self-efficacy (η 2  = 0.4), and response efficacy (η 2  = 0.35) and that students found the simulation interesting and enjoyable. Furthermore, self-efficacy was found to predict intentions (B = 0.190, p = .015), supporting the idea that cognitive and affective factors drive the effectiveness of IVR. No significant differences were found in the effectiveness of the instructional design elements. This suggests that IVR can be an effective educational technology for learning through mastery experiences, but that more research on the boundary conditions of how and when to apply different instructional design elements effectively is needed.

Keywords

COVID-19, Digital, affecting factors, alternative educational approaches, approach, behavior, best-practice knowledge, boundary conditions, change education, changes, classroom, climate, climate change, climate change education, compare different design approaches, conditions, design, design approach, design elements, differences, education, educational approach, educational technology, effect, effective educational technologies, effects of immersive virtual reality, efficacy, elements, experiments, factors, feasibility, feedback, formal education, high school students, immersive virtual reality, immersive virtual reality simulation, impact, impact of immersive virtual reality, improve waste management, increase students, instruction, instruction sequences, instructional design elements, intention, intervention, knowledge, management, mastery, mastery experiences, no significant difference, pro-environmental, pro-environmental behavior, rapid digitalization, reality, research, response, response efficacy, results, school students, self-efficacy, sequence, significant difference, simulation, students, study, technology, virtual reality, waste, waste management, waste-sorting behavior

Data Provider: Digital Science