Adding immersive virtual reality to a science lab simulation causes more presence but less learning

Research output: Contribution to journalJournal articleResearchpeer-review

Standard

Adding immersive virtual reality to a science lab simulation causes more presence but less learning. / Makransky, Guido; Terkildsen, Thomas Schjødt; Mayer, Richard E.

In: Learning and Instruction, Vol. 60, 01.04.2019, p. 225-236.

Research output: Contribution to journalJournal articleResearchpeer-review

Harvard

Makransky, G, Terkildsen, TS & Mayer, RE 2019, 'Adding immersive virtual reality to a science lab simulation causes more presence but less learning', Learning and Instruction, vol. 60, pp. 225-236. https://doi.org/10.1016/j.learninstruc.2017.12.007

APA

Makransky, G., Terkildsen, T. S., & Mayer, R. E. (2019). Adding immersive virtual reality to a science lab simulation causes more presence but less learning. Learning and Instruction, 60, 225-236. https://doi.org/10.1016/j.learninstruc.2017.12.007

Vancouver

Makransky G, Terkildsen TS, Mayer RE. Adding immersive virtual reality to a science lab simulation causes more presence but less learning. Learning and Instruction. 2019 Apr 1;60:225-236. https://doi.org/10.1016/j.learninstruc.2017.12.007

Author

Makransky, Guido ; Terkildsen, Thomas Schjødt ; Mayer, Richard E. / Adding immersive virtual reality to a science lab simulation causes more presence but less learning. In: Learning and Instruction. 2019 ; Vol. 60. pp. 225-236.

Bibtex

@article{83945fcc5b95479493ff962015ca24c1,
title = "Adding immersive virtual reality to a science lab simulation causes more presence but less learning",
abstract = "Virtual reality (VR) is predicted to create a paradigm shift in education and training, but there is little empirical evidence of its educational value. The main objectives of this study were to determine the consequences of adding immersive VR to virtual learning simulations, and to investigate whether the principles of multimedia learning generalize to immersive VR. Furthermore, electroencephalogram (EEG) was used to obtain a direct measure of cognitive processing during learning. A sample of 52 university students participated in a 2 × 2 experimental cross-panel design wherein students learned from a science simulation via a desktop display (PC) or a head-mounted display (VR); and the simulations contained on-screen text or on-screen text with narration. Across both text versions, students reported being more present in the VR condition (d = 1.30); but they learned less (d = 0.80), and had significantly higher cognitive load based on the EEG measure (d = 0.59). In spite of its motivating properties (as reflected in presence ratings), learning science in VR may overload and distract the learner (as reflected in EEG measures of cognitive load), resulting in less opportunity to build learning outcomes (as reflected in poorer learning outcome test performance).",
keywords = "Cognitive load, EEG, Presence, Redundancy principle, Simulation, Virtual reality",
author = "Guido Makransky and Terkildsen, {Thomas Schj{\o}dt} and Mayer, {Richard E.}",
year = "2019",
month = apr,
day = "1",
doi = "10.1016/j.learninstruc.2017.12.007",
language = "English",
volume = "60",
pages = "225--236",
journal = "Learning and Instruction",
issn = "0959-4752",
publisher = "Elsevier",

}

RIS

TY - JOUR

T1 - Adding immersive virtual reality to a science lab simulation causes more presence but less learning

AU - Makransky, Guido

AU - Terkildsen, Thomas Schjødt

AU - Mayer, Richard E.

PY - 2019/4/1

Y1 - 2019/4/1

N2 - Virtual reality (VR) is predicted to create a paradigm shift in education and training, but there is little empirical evidence of its educational value. The main objectives of this study were to determine the consequences of adding immersive VR to virtual learning simulations, and to investigate whether the principles of multimedia learning generalize to immersive VR. Furthermore, electroencephalogram (EEG) was used to obtain a direct measure of cognitive processing during learning. A sample of 52 university students participated in a 2 × 2 experimental cross-panel design wherein students learned from a science simulation via a desktop display (PC) or a head-mounted display (VR); and the simulations contained on-screen text or on-screen text with narration. Across both text versions, students reported being more present in the VR condition (d = 1.30); but they learned less (d = 0.80), and had significantly higher cognitive load based on the EEG measure (d = 0.59). In spite of its motivating properties (as reflected in presence ratings), learning science in VR may overload and distract the learner (as reflected in EEG measures of cognitive load), resulting in less opportunity to build learning outcomes (as reflected in poorer learning outcome test performance).

AB - Virtual reality (VR) is predicted to create a paradigm shift in education and training, but there is little empirical evidence of its educational value. The main objectives of this study were to determine the consequences of adding immersive VR to virtual learning simulations, and to investigate whether the principles of multimedia learning generalize to immersive VR. Furthermore, electroencephalogram (EEG) was used to obtain a direct measure of cognitive processing during learning. A sample of 52 university students participated in a 2 × 2 experimental cross-panel design wherein students learned from a science simulation via a desktop display (PC) or a head-mounted display (VR); and the simulations contained on-screen text or on-screen text with narration. Across both text versions, students reported being more present in the VR condition (d = 1.30); but they learned less (d = 0.80), and had significantly higher cognitive load based on the EEG measure (d = 0.59). In spite of its motivating properties (as reflected in presence ratings), learning science in VR may overload and distract the learner (as reflected in EEG measures of cognitive load), resulting in less opportunity to build learning outcomes (as reflected in poorer learning outcome test performance).

KW - Cognitive load

KW - EEG

KW - Presence

KW - Redundancy principle

KW - Simulation

KW - Virtual reality

U2 - 10.1016/j.learninstruc.2017.12.007

DO - 10.1016/j.learninstruc.2017.12.007

M3 - Journal article

AN - SCOPUS:85039065813

VL - 60

SP - 225

EP - 236

JO - Learning and Instruction

JF - Learning and Instruction

SN - 0959-4752

ER -

ID: 217653094