Countering the Novelty Effect: A Tutorial for Immersive Virtual Reality Learning Environments
Abstract
:1. Introduction
2. State of the Art
3. Materials and Methods
3.1. Design of the iVR Tutorial
- Multimedia principle: a principle that consists of learning from a combination of graphics and text together rather than using only words. The images help the understanding of the material, so its use is recommended. As one of the main problems with iVR is learning how to operate the virtual controllers, iVR tutorials often include graphics and diagrams where controller buttons are presented alongside an explanation of their functions. This principle of teaching users how to use the iVR controllers through a combination of graphics and text is shown in Figure 2.
- 2.
- Signaling principle. This principle states that learning can be improved when essential words are highlighted in various ways, i.e., arrows, large text, bold text, and color. In this research, the principle has been adapted so that the information appears as visual cues to conduct the user’s attention (see Figure 3). In this figure, the assistant robot, which leads the user through the iVR tutorial and the iVR learning experience, appears, offering help when the user looks directly at it (see Figure 3A where a signaling cue is highlighted by an orange rectangle) and when the robot assistant is waiting for the user help call (see the orange rectangle in Figure 3B). The signaling principle is represented by not overloading the environment with information and only showing the information when the user requires it. Furthermore, the use of visual cues has been shown in various studies to speed up learning information and to enhance learning efficacy, as Lin and Anderson explained [33], to decrease cognitive load as demonstrated earlier [35,36], and to improve the speed and the accuracy of completing tasks, as Kelleher and Pausch demonstrated [37]. In addition, the use of iVR environments faces other challenges. For example, visualization problems can occur if objects are placed in the periphery (the user would have to turn his head to see them). To overcome this problem, the main visual elements have been placed in the user’s initial field of view (FOV). Users pay much more attention to the initial FOV than to the rest of the regions, which means that if information is placed outside the initial FOV, users may lose track of events [38].
- 3.
- Coherence principle. According to this principle, learning improves when irrelevant material is avoided. This extra material is unnecessary for the purpose of the instruction and it should be excluded from it [39]. Likewise, the use of extraneous words and diagrams can cause distraction (directing the learner’s attention to irrelevant material), disruption (the superfluous material interrupting the thought patterns of the user so that no mental model is created), and seduction (focusing on an irrelevant field of knowledge). Following this principle, the iVR tutorial of this research design is composed of neutral colors with no elements that can distract, and superfluous extra material has been avoided. Also, the scenario is the same, so it cannot hinder the perception of the iVR environment, as Wojciechowski et al. [40] showed in their research. Figure 4 shows an example of the iVR environment according to the coherence principle.
- 4.
- Spatial contiguity principle. In keeping with this principle, the words and graphics are depicted nearby. As can be seen in Figure 2, the text and the image to which it refers are close together. Minimal distances between the text and related images facilitate learning, rather than longer distances, and information shown on separate screens.
- 5.
- Temporal contiguity principle. This principle is related to the spatial contiguity principle, because the images appear near the text and are shown at the same time. There is no narration in the iVR tutorial, but both principles have been adapted not only with the images and text, but also with the assistant robot and its text bubble.
- 6.
- Redundancy principle. According to this principle, learning is facilitated to a greater extent with a combination of narration and animation, rather than with a combination of animation, narration, and text. Exceptionally, learning is enhanced when the on-screen text that also highlights relevant information is shortened and placed near the image to which it refers. In this research, the principle is applied whenever the assistant robot explains each task to a user and when the information is shown on the board complementing the information from the robot and the most relevant text is highlighted. Figure 5 is an example of the redundancy principle that has been adapted to this research.
- 7.
- Personalization principle. This principle shows that learning improves when an informal rather than a formal narrative style is used. The iVR tutorial of this research has an informal style of conversation, referring to the assistant robot and the graphics. In Figure 6, an example is highlighted with an orange rectangle.
3.2. Development of the iVR Tutorial
- Introduction. The first space the user encounters when entering the iVR environment. Distraction is avoided, in order for the user to become accustomed to the iVR world and to become familiar with it. In addition, the design of this module follows the coherence principle, which limits the use of distracting and strange words and graphics.
- Basic interactions. The basic interactions can be started once the user is familiar with the iVR environment. The user will be able to press a button as a first basic action to initiate the tutorial. Pressing a button is a basic and accessible interaction. Moreover, the user manages the pace during the tutorial. After pressing the first button, more basic button-pressing interactions appear, so as to progress through the tutorial.
- Grab. In iVR, grabbing is one of the most common interactions. It is also usual that the grabbing interaction pursues a certain purpose, in which it is necessary to attach the grabbed item. In the iVR tutorial, users learn how to grab and to attach different objects with different purposes.
- Complex interactions. In addition to basic interactions such as pressing buttons and grabbing and attaching objects, the iVR tutorial includes complex interactions such as interacting with levers. These complex interactions can be required to accomplish certain tasks in some iVR applications.
- Interact with user interfaces. The user interfaces are commonly included as menus and information screens, so it is important for the users to know how these interfaces work.
- Explore and play. This is the final module. It has been conceived as a set of all the previous modules. The user can explore and interact with all the surrounding objects. All the mechanics already known by the user are included. When the user feels prepared, the learning experience can begin, and the users can do so with the feeling of being ready to face the tasks proposed in the iVR experience.
3.3. Design of the Usability and Satisfaction Survey
- Engagement is the involvement that exists between the user and that user’s actions within the VR environment. Motivation is directly related to engagement, so if the user is motivated, the user will also be engaged. Furthermore, engagement is connected with presence and immersion [46]. In the proposed survey, engagement is evaluated with 3 questions.
- Immersion levels depend on the hardware and depend on the extent of the stimuli from the virtual world that the user perceives. The hardware replaces the user stimuli with the virtual sensory stimuli [44]. For its assessment, 4 questions were used in the survey.
- Flow is the psychological state when a user feels control, fun, and enjoyment [44]. Three questions were asked in the survey for the evaluation of flow.
- Skill is the gain in user knowledge when practicing certain activities during the VR experience. In the survey, skill was evaluated with 6 questions.
3.4. iVR Tutorial’s Evaluation with Final Users
4. Results
5. Discussion
6. Conclusions
Supplementary Materials
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Acknowledgments
Conflicts of Interest
References
- Checa, D.; Bustillo, A. A Review of Immersive Virtual Reality Serious Games to Enhance Learning and Training. Multimed. Tools Appl. 2020, 79, 5501–5527. [Google Scholar] [CrossRef] [Green Version]
- Checa, D.; Bustillo, A. Advantages and Limits of Virtual Reality in Learning Processes: Briviesca in the Fifteenth Century. Virtual Real. 2020, 24, 151–161. [Google Scholar] [CrossRef]
- Mikropoulos, T.A.; Natsis, A. Educational Virtual Environments: A Ten-Year Review of Empirical Research (1999–2009). Comput. Educ. 2011, 56, 769–780. [Google Scholar] [CrossRef]
- Tseng, C.-Y.; Shu, Y.; Huang, T.-C.; Hsu, W.-C.; Chien, P.-L. Integration of Mixed Reality in Teaching and Learning Effectiveness: A Systematic Literature Review of the Analyses. In Proceedings of the International Conference on Innovative Technologies and Learning, Porto, Portugal, 28–30 August 2021; pp. 85–94. [Google Scholar]
- Meccawy, M. Creating an Immersive XR Learning Experience: A Roadmap for Educators. Electronics 2022, 11, 3547. [Google Scholar] [CrossRef]
- Wu, H.-K.; Lee, S.W.-Y.; Chang, H.-Y.; Liang, J.-C. Current Status, Opportunities and Challenges of Augmented Reality in Education. Comput. Educ. 2013, 62, 41–49. [Google Scholar] [CrossRef]
- Huang, W. Investigating the Novelty Effect in Virtual Reality on Stem Learning; Arizona State University: Tempe, AZ, USA, 2020. [Google Scholar]
- Huang, M.-H. Designing Website Attributes to Induce Experiential Encounters. Comput. Hum. Behav. 2003, 19, 425–442. [Google Scholar] [CrossRef]
- Fussell, S.G.; Derby, J.L.; Smith, J.K.; Shelstad, W.J.; Benedict, J.D.; Chaparro, B.S.; Thomas, R.; Dattel, A.R. Usability Testing of a Virtual Reality Tutorial. Proc. Hum. Factors Ergon. Soc. Annu. Meet. 2019, 63, 2303–2307. [Google Scholar] [CrossRef]
- Koch, M.; von Luck, K.; Schwarzer, J.; Draheim, S. The Novelty Effect in Large Display Deployments—Experiences and Lessons-Learned for Evaluating Prototypes. In Proceedings of the 16th European Conference on Computer-Supported Cooperative Work-Exploratory Papers, Nancy, France, 4–8 June 2018. [Google Scholar]
- Csikszentmihalyi, M. Flow: The Psychology of Optimal Experience: Steps toward Enhancing the Quality of Life. Des. Issues 1991, 8, 72–164. [Google Scholar]
- Andersen, E.; O’Rourke, E.; Liu, Y.-E.; Snider, R.; Lowdermilk, J.; Truong, D.; Cooper, S.; Popovic, Z. The Impact of Tutorials on Games of Varying Complexity. In Proceedings of the SIGCHI Conference on Human Factors in Computing Systems, Austin, TX, USA, 5–10 May 2012; ACM: New York, NY, USA, 2012; pp. 59–68. [Google Scholar]
- Morin, R.; Léger, P.-M.; Senecal, S.; Bastarache-Roberge, M.-C.; Lefèbrve, M.; Fredette, M. The Effect of Game Tutorial: A Comparison Between Casual and Hardcore Gamers. In Proceedings of the 2016 Annual Symposium on Computer-Human Interaction in Play Companion Extended Abstracts, Austin, TX, USA, 16–19 October 2016; ACM: New York, NY, USA, 2016; pp. 229–237. [Google Scholar]
- Salgado, D.P.; Rodrigues, T.B.; Martins, F.R.; Naves, E.L.M.; Flynn, R.; Murray, N. The Effect of Cybersickness of an Immersive Wheelchair Simulator. Procedia Comput. Sci. 2019, 160, 665–670. [Google Scholar] [CrossRef]
- Vosinakis, S. The Use of Digital Characters in Interactive Applications for Cultural Heritage. In Applying Innovative Technologies in Heritage Science; IGI Global: Pennsylvania, PA, USA, 2020; pp. 109–137. [Google Scholar]
- Kao, D.; Magana, A.J.; Mousas, C. Evaluating Tutorial-Based Instructions for Controllers in Virtual Reality Games. Proc. ACM Hum. Comput. Interact. 2021, 5, 1–28. [Google Scholar] [CrossRef]
- Makransky, G.; Terkildsen, T.S.; Mayer, R.E. Adding Immersive Virtual Reality to a Science Lab Simulation Causes More Presence but Less Learning. Learn. Instr. 2019, 60, 225–236. [Google Scholar] [CrossRef]
- Buttussi, F.; Chittaro, L. Effects of Different Types of Virtual Reality Display on Presence and Learning in a Safety Training Scenario. IEEE Trans. Vis. Comput. Graph. 2018, 24, 1063–1076. [Google Scholar] [CrossRef]
- Kleven, N.F.; Prasolova-Forland, E.; Fominykh, M.; Hansen, A.; Rasmussen, G.; Sagberg, L.M.; Lindseth, F. Training Nurses and Educating the Public Using a Virtual Operating Room with Oculus Rift. In Proceedings of the 2014 International Conference on Virtual Systems & Multimedia (VSMM), Hong Kong, China, 9–12 December 2014; pp. 206–213. [Google Scholar]
- Khanal, P.; Vankipuram, A.; Ashby, A.; Vankipuram, M.; Gupta, A.; Drumm-Gurnee, D.; Josey, K.; Tinker, L.; Smith, M. Collaborative Virtual Reality Based Advanced Cardiac Life Support Training Simulator Using Virtual Reality Principles. J. Biomed. Inform. 2014, 51, 49–59. [Google Scholar] [CrossRef] [Green Version]
- Cheng, K.-H.; Tsai, C.-C. A Case Study of Immersive Virtual Field Trips in an Elementary Classroom: Students’ Learning Experience and Teacher-Student Interaction Behaviors. Comput. Educ. 2019, 140, 103600. [Google Scholar] [CrossRef]
- Bhargava, A.; Bertrand, J.W.; Gramopadhye, A.K.; Madathil, K.C.; Babu, S.v. Evaluating Multiple Levels of an Interaction Fidelity Continuum on Performance and Learning in Near-Field Training Simulations. IEEE Trans. Vis. Comput. Graph. 2018, 24, 1418–1427. [Google Scholar] [CrossRef]
- Shewaga, R.; Uribe-Quevedo, A.; Kapralos, B.; Alam, F. A Comparison of Seated and Room-Scale Virtual Reality in a Serious Game for Epidural Preparation. IEEE Trans. Emerg. Top. Comput. 2020, 8, 218–232. [Google Scholar] [CrossRef]
- Janssen, D.; Tummel, C.; Richert, A.; Isenhardt, I. Virtual Environments in Higher Education—Immersion as a Key Construct for Learning 4.0. Int. J. Adv. Corp. Learn. (iJAC) 2016, 9, 20. [Google Scholar] [CrossRef] [Green Version]
- Dengel, A.; Auer, A.; Urlbauer, P.; Läufer, T. Game-Based Teaching of Basic Hardware Components With an Educational Virtual Reality at Different Levels of Immersion. In Proceedings of the 27th ACM Conference on on Innovation and Technology in Computer Science Education, Dublin, Ireland, 8–13 July 2022; ACM: New York, NY, USA, 2022; pp. 138–144. [Google Scholar]
- Madden, J.H.; Won, A.S.; Schuldt, J.P.; Kim, B.; Pandita, S.; Sun, Y.; Stone, T.J.; Holmes, N.G. Virtual Reality as a Teaching Tool for Moon Phases and Beyond. In Proceedings of the 2018 Physics Education Research Conference Proceedings, Washington, DC, USA, 1–2 August 2018. [Google Scholar]
- Meyer, O.A.; Omdahl, M.K.; Makransky, G. Investigating the Effect of Pre-Training When Learning through Immersive Virtual Reality and Video: A Media and Methods Experiment. Comput. Educ. 2019, 140, 103603. [Google Scholar] [CrossRef]
- Moro, C.; Štromberga, Z.; Raikos, A.; Stirling, A. The Effectiveness of Virtual and Augmented Reality in Health Sciences and Medical Anatomy. Anat. Sci. Educ. 2017, 10, 549–559. [Google Scholar] [CrossRef] [Green Version]
- Stepan, K.; Zeiger, J.; Hanchuk, S.; del Signore, A.; Shrivastava, R.; Govindaraj, S.; Iloreta, A. Immersive Virtual Reality as a Teaching Tool for Neuroanatomy. Int. Forum. Allergy Rhinol. 2017, 7, 1006–1013. [Google Scholar] [CrossRef]
- Ho, J.C.F. Practice in Reality for Virtual Reality Games: Making Players Familiar and Confident with a Game. In Proceedings of the IFIP Conference on Human-Computer Interaction, Mumbai, India, 25–29 September 2017; Volume 10514. LNCS. [Google Scholar]
- Green, M.C.; Khalifa, A.; Barros, G.A.B.; Togelius, J. “Press Space to Fire”: Automatic Video Game Tutorial Generation. In Proceedings of the Thirteenth Artificial Intelligence and Interactive Digital Entertainment Conference, Canyon, UT, USA, 5–9 October 2018. [Google Scholar]
- Frommel, J.; Fahlbusch, K.; Brich, J.; Weber, M. The Effects of Context-Sensitive Tutorials in Virtual Reality Games. In Proceedings of the Annual Symposium on Computer-Human Interaction in Play, Amsterdam, The Netherlands, 15 October 2017; ACM: New York, NY, USA, 2017; pp. 367–375. [Google Scholar]
- Lin, L.; Atkinson, R.K. Using Animations and Visual Cueing to Support Learning of Scientific Concepts and Processes. Comput. Educ. 2011, 56, 650–658. [Google Scholar] [CrossRef]
- Mayer, R.E. (Ed.) Cognitive Theory of Multimedia Learning. In The Cambridge Handbook of Multimedia Learning; Cambridge University Press: Cambridge, UK, 2014; pp. 43–71. [Google Scholar]
- Wouters, P.; Paas, F.; van Merriënboer, J.J.G. How to Optimize Learning From Animated Models: A Review of Guidelines Based on Cognitive Load. Rev. Educ. Res. 2008, 78, 645–675. [Google Scholar] [CrossRef] [Green Version]
- Mayer, R.E.; Moreno, R. Nine Ways to Reduce Cognitive Load in Multimedia Learning. Educ. Psychol. 2003, 38, 43–52. [Google Scholar] [CrossRef] [Green Version]
- Kelleher, C.; Pausch, R. Stencils-Based Tutorials: Design and Evaluation. In Proceedings of the CHI 2005: Technology, Safety, Community: Conference Proceedings-Conference on Human Factors in Computing Systems, Portland, OR, USA, 2–7 April 2005. [Google Scholar]
- Liu, R.; Xu, X.; Yang, H.; Li, Z.; Huang, G. Impacts of Cues on Learning and Attention in Immersive 360-Degree Video: An Eye-Tracking Study. Front. Psychol. 2022, 12, 792069. [Google Scholar] [CrossRef]
- Clark, R.C.; Mayer, R.E. E-Learning and the Science of Instruction Important, 4th ed.; John Wiley & Sons, Inc.: Hoboken, NJ, USA, 2016. [Google Scholar]
- Wojciechowski, A.; Wiśniewska, A.; Pyszora, A.; Liberacka-Dwojak, M.; Juszczyk, K. Virtual Reality Immersive Environments for Motor and Cognitive Training of Elderly People—A Scoping Review. Hum. Technol. 2021, 17, 145–163. [Google Scholar] [CrossRef]
- Checa, D.; Gatto, C.; Cisternino, D.; de Paolis, L.T.; Bustillo, A. A Framework for Educational and Training Immersive Virtual Reality Experiences. In Proceedings of the International Conference on Augmented Reality, Virtual Reality and Computer Graphics, Virtual, 7–10 September 2020; Volume 12243. LNCS. [Google Scholar]
- Chen, S.; Weng, D. The Temporal Pattern of VR Sickness during 7.5-h Virtual Immersion. Virtual Real. 2022, 26, 817–822. [Google Scholar] [CrossRef]
- Checa, D.; Miguel-Alonso, I.; Bustillo, A. Immersive Virtual-Reality Computer-Assembly Serious Game to Enhance Autonomous Learning. Virtual Real. 2021. [Google Scholar] [CrossRef] [PubMed]
- Tcha-Tokey, K.; Christmann, O.; Loup-Escande, E.; Richir, S. Proposition and Validation of a Questionnaire to Measure the User Experience in Immersive Virtual Environments. Int. J. Virtual Real. 2016, 16, 33–48. [Google Scholar] [CrossRef]
- Tcha-Tokey, K.; Christmann, O.; Loup-Escande, E.; Loup, G.; Richir, S. Towards a Model of User Experience in Immersive Virtual Environments. Adv. Hum.-Comput. Interact. 2018, 2018, 1–10. [Google Scholar] [CrossRef]
- Jennett, C.; Cox, A.L.; Cairns, P.; Dhoparee, S.; Epps, A.; Tijs, T.; Walton, A. Measuring and Defining the Experience of Immersion in Games. Int. J. Hum. Comput. Stud. 2008, 66, 641–661. [Google Scholar] [CrossRef]
- Barfield, W.; Zeltzer, D. Presence and Performance Within Virtual Environments. In Virtual Environments and Advanced Interface Design; Oxford University Press: Oxford, UK, 1995. [Google Scholar]
- Ai-Lim Lee, E.; Wong, K.W.; Fung, C.C. How Does Desktop Virtual Reality Enhance Learning Outcomes? A Structural Equation Modeling Approach. Comput. Educ. 2010, 55, 1424–1442. [Google Scholar] [CrossRef]
- Souchet, A.D.; Lourdeaux, D.; Pagani, A.; Rebenitsch, L. A Narrative Review of Immersive Virtual Reality’s Ergonomics and Risks at the Workplace: Cybersickness, Visual Fatigue, Muscular Fatigue, Acute Stress, and Mental Overload. Virtual Real. 2022. [Google Scholar] [CrossRef]
- Csikszentmihalyi, M.; Larsen, R. Being Adolescent: Conflict and Growth in the Teenage Years; Basic Books: New York, NY, USA, 1984. [Google Scholar]
- Chen, J.; Liang, M. Play Hard, Study Hard? The Influence of Gamification on Students’ Study Engagement. Front. Psychol. 2022, 13, 6342. [Google Scholar] [CrossRef]
- Tichon, J. Training Cognitive Skills in Virtual Reality: Measuring Performance. Cyber Psychol. Behav. 2007, 10, 286–289. [Google Scholar] [CrossRef]
- Moody, L.; Waterworth, A. A Flexible Virtual Reality Tutorial for the Training and Assessment of Arthroscopic Skills. Stud. Health Technol. Inform. 2004, 98, 244. [Google Scholar]
- Grassini, S.; Laumann, K.; Rasmussen Skogstad, M. The Use of Virtual Reality Alone Does Not Promote Training Performance (but Sense of Presence Does). Front. Psychol. 2020, 11, 1743. [Google Scholar] [CrossRef]
- Gao, N.; Xie, T.; Liu, G. A Learning Engagement Model of Educational Games Based on Virtual Reality. In Proceedings of the 2018 International Joint Conference on Information, Media and Engineering (ICIME), Osaka, Japan, 12–14 December 2018; pp. 1–5. [Google Scholar]
- Li, J.; van der Spek, E.; Hu, J.; Feijs, L. See me roar. In Proceedings of the Extended Abstracts Publication of the Annual Symposium on Computer-Human Interaction in Play, Amsterdam, The Netherlands, 15–18 October 2017; ACM: New York, NY, USA, 2017; pp. 345–351. [Google Scholar]
- Bodzin, A.; Junior, R.A.; Hammond, T.; Anastasio, D. Investigating Engagement and Flow with a Placed-Based Immersive Virtual Reality Game. J. Sci. Educ. Technol. 2021, 30, 347–360. [Google Scholar] [CrossRef]
- Berka, C.; Levendowski, D.J.; Lumicao, M.N.; Yau, A.; Davis, G.; Zivkovic, V.T.; Olmstead, R.E.; Tremoulet, P.D.; Craven, P.L. EEG Correlates of Task Engagement and Mental Workload in Vigilance, Learning, and Memory Tasks. Aviat. Space Environ. Med. 2007, 78, B231–B244. [Google Scholar]
- Dubovi, I. Cognitive and Emotional Engagement While Learning with VR: The Perspective of Multimodal Methodology. Comput. Educ. 2022, 183, 104495. [Google Scholar] [CrossRef]
- Kahu, E.; Stephens, C.; Leach, L.; Zepke, N. Linking Academic Emotions and Student Engagement: Mature-Aged Distance Students’ Transition to University. J. Furth High. Educ. 2015, 39, 481–497. [Google Scholar] [CrossRef]
- Servotte, J.-C.; Goosse, M.; Campbell, S.H.; Dardenne, N.; Pilote, B.; Simoneau, I.L.; Guillaume, M.; Bragard, I.; Ghuysen, A. Virtual Reality Experience: Immersion, Sense of Presence, and Cybersickness. Clin. Simul. Nurs. 2020, 38, 35–43. [Google Scholar] [CrossRef] [Green Version]
- Jicol, C.; Wan, C.H.; Doling, B.; Illingworth, C.H.; Yoon, J.; Headey, C.; Lutteroth, C.; Proulx, M.J.; Petrini, K.; O’Neill, E. Effects of Emotion and Agency on Presence in Virtual Reality. In Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems, Yokohama, Japan, 8–13 May 2021; ACM: New York, NY, USA, 2021; pp. 1–13. [Google Scholar]
- Freeman, J.; Lessiter, J.; Pugh, K.; Keogh, E. When Presence and Emotion Are Related, and When They Are Not. In Proceedings of the 8th Annual International Workshop on Presence, London, UK, 21–23 September 2005. [Google Scholar]
- Csikszentmihalyi, M. Flow: The Psychology of Optimal Experience; Harper & Row: New York, NY, USA, 1990. [Google Scholar]
- Wei, W.; Qi, R.; Zhang, L. Effects of Virtual Reality on Theme Park Visitors’ Experience and Behaviors: A Presence Perspective. Tour. Manag. 2019, 71, 282–293. [Google Scholar] [CrossRef]
- Sepich, N.C.; Jasper, A.; Fieffer, S.; Gilbert, S.B.; Dorneich, M.C.; Kelly, J.W. The Impact of Task Workload on Cybersickness. Front. Virtual Real. 2022, 3, 943409. [Google Scholar] [CrossRef]
Engagement |
|
| |
| |
Presence |
|
| |
| |
| |
| |
Flow |
|
| |
| |
Immersion |
|
| |
| |
| |
Skill |
|
| |
| |
| |
| |
|
Component | VET (n = 10) | HNC (n = 11) | BA (n = 44) | Average (n = 65) | ||||
---|---|---|---|---|---|---|---|---|
M | SD | M | SD | M | SD | M | SD | |
Engagement | 7.97 | 1.87 | 8.82 | 1.45 | 8.27 | 1.86 | 8.32 * | 1.89 |
Presence | 7.66 | 2.08 | 8.04 | 1.65 | 7.29 | 2.30 | 7.47 | 2.24 |
Flow | 7.10 | 1.83 | 7.00 | 1.53 | 6.24 | 1.53 | 6.50 | 1.66 |
Immersion | 8.23 | 1.98 | 8.48 | 1.60 | 7.91 | 2.44 | 8.06 | 2.25 |
Skill | 8.61 | 1.80 | 9.24 | 1.46 | 8.35 | 2.15 | 8.54 * | 2.12 |
Component | No Cybersickness (n = 53) | Low Cybersickness (n = 10) | Moderate Cybersickness (n = 1) | Strong Cybersickness (n = 1) | ||||
---|---|---|---|---|---|---|---|---|
M | SD | M | PD | M | PD | M | PD | |
Engagement | 8.46 | 1.78 | 7.30 | −13.70% | 9.00 | +6.39% | 7.33 | −13.31% |
Presence | 7.58 | 2.12 | 6.82 | −10.04% | 7.60 | +0.25% | 5.40 | −28.77% |
Flow | 6.58 | 1.52 | 6.43 | −2.30% | 6.33 | −3.82% | 3.00 | −54.44% |
Immersion | 8.18 | 2.12 | 7.78 | −5.11% | 8.00 | −2.36% | 3.50 | −57.28% |
Skill | 8.79 | 1.79 | 7.18 | −18.24% | 9.00 | +2.43% | 5.83 | −33.61% |
Average | 7.92 | 1.86 | 7.10 | −9.88% | 7.99 | +0.58% | 5.01 | −37.48% |
Disclaimer/Publisher’s Note: The statements, opinions and data contained in all publications are solely those of the individual author(s) and contributor(s) and not of MDPI and/or the editor(s). MDPI and/or the editor(s) disclaim responsibility for any injury to people or property resulting from any ideas, methods, instructions or products referred to in the content. |
© 2023 by the authors. Licensee MDPI, Basel, Switzerland. This article is an open access article distributed under the terms and conditions of the Creative Commons Attribution (CC BY) license (https://creativecommons.org/licenses/by/4.0/).
Share and Cite
Miguel-Alonso, I.; Rodriguez-Garcia, B.; Checa, D.; Bustillo, A. Countering the Novelty Effect: A Tutorial for Immersive Virtual Reality Learning Environments. Appl. Sci. 2023, 13, 593. https://doi.org/10.3390/app13010593
Miguel-Alonso I, Rodriguez-Garcia B, Checa D, Bustillo A. Countering the Novelty Effect: A Tutorial for Immersive Virtual Reality Learning Environments. Applied Sciences. 2023; 13(1):593. https://doi.org/10.3390/app13010593
Chicago/Turabian StyleMiguel-Alonso, Ines, Bruno Rodriguez-Garcia, David Checa, and Andres Bustillo. 2023. "Countering the Novelty Effect: A Tutorial for Immersive Virtual Reality Learning Environments" Applied Sciences 13, no. 1: 593. https://doi.org/10.3390/app13010593
APA StyleMiguel-Alonso, I., Rodriguez-Garcia, B., Checa, D., & Bustillo, A. (2023). Countering the Novelty Effect: A Tutorial for Immersive Virtual Reality Learning Environments. Applied Sciences, 13(1), 593. https://doi.org/10.3390/app13010593