Investigating Representation of Text and Audio in Educational VR Using Learning Outcomes and EEG

Sarune Baceviciute, Aske Mottelson, Thomas Terkildsen, Guido Makransky

Publikation: Konference artikel i Proceeding eller bog/rapport kapitelKonferencebidrag i proceedingsForskningpeer review

Abstract

This paper reports findings from a between-subjects experiment that investigates how different learning content representations in virtual environments (VE) affect the process and outcomes of learning. Seventy-eight participants were subjected to an immersive virtual reality (VR) application, where they received identical instructional information, rendered in three different formats: as text in an overlay interface, as text embedded semantically in a virtual book, or as audio. Learning outcome measures, self-reports, and an electroencephalogram (EEG) were used to compare conditions. Results show that reading was superior to listening for the learning outcomes of retention, self-efficacy, and extraneous attention. Reading text from a virtual book was reported to be less cognitively demanding, compared to reading from an overlay interface. EEG analyses show significantly lower theta and higher alpha activation in the audio condition. The findings provide important considerations for the design of educational VR environments.
OriginalsprogUdefineret/Ukendt
TitelProceedings of the 2020 CHI Conference on Human Factors in Computing Systems
UdgivelsesstedNew York, NY, USA
ForlagAssociation for Computing Machinery
Publikationsdato2020
Sider1–13
ISBN (Trykt)9781450367080
StatusUdgivet - 2020
Udgivet eksterntJa

Emneord

  • Virtual Reality
  • Learning Content Representations
  • Cognitive Load
  • Electroencephalogram (EEG)
  • Educational Technology

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