Motivational and cognitive benefits of training in immersive virtual reality based on multiple assessments

Research output: Contribution to journalJournal articleResearchpeer-review

Standard

Motivational and cognitive benefits of training in immersive virtual reality based on multiple assessments. / Makransky, Guido; Borre-Gude, Stefan; Mayer, Richard E.

In: Journal of Computer Assisted Learning, Vol. 35, No. 6, 12.2019, p. 691-707.

Research output: Contribution to journalJournal articleResearchpeer-review

Harvard

Makransky, G, Borre-Gude, S & Mayer, RE 2019, 'Motivational and cognitive benefits of training in immersive virtual reality based on multiple assessments', Journal of Computer Assisted Learning, vol. 35, no. 6, pp. 691-707. https://doi.org/10.1111/jcal.12375

APA

Makransky, G., Borre-Gude, S., & Mayer, R. E. (2019). Motivational and cognitive benefits of training in immersive virtual reality based on multiple assessments. Journal of Computer Assisted Learning, 35(6), 691-707. https://doi.org/10.1111/jcal.12375

Vancouver

Makransky G, Borre-Gude S, Mayer RE. Motivational and cognitive benefits of training in immersive virtual reality based on multiple assessments. Journal of Computer Assisted Learning. 2019 Dec;35(6):691-707. https://doi.org/10.1111/jcal.12375

Author

Makransky, Guido ; Borre-Gude, Stefan ; Mayer, Richard E. / Motivational and cognitive benefits of training in immersive virtual reality based on multiple assessments. In: Journal of Computer Assisted Learning. 2019 ; Vol. 35, No. 6. pp. 691-707.

Bibtex

@article{fbd3de4c49aa4ad58362f75430890ece,
title = "Motivational and cognitive benefits of training in immersive virtual reality based on multiple assessments",
abstract = "The main objective of this study was to examine the effectiveness of immersive virtual reality (VR) as a medium for delivering laboratory safety training. We specifically compare an immersive VR simulation, a desktop VR simulation, and a conventional safety manual. The sample included 105 first year undergraduate engineering students (56 females). We include five types of learning outcomes including post-test enjoyment ratings; pre- to post-test changes in intrinsic motivation and self-efficacy; a post-test multiple choice retention test; and two behavioral transfer tests. Results indicated that the groups did not differ on the immediate retention test, suggesting that all three media were equivalent in conveying the basic knowledge. However, significant differences were observed favoring the immersive VR group compared to the text group on the two transfer tests involving the solving problems in a physical lab setting (d = 0.54, d = 0.57), as well as enjoyment (d = 1.44) and increases in intrinsic motivation (d = 0.69) and self-efficacy (d = 0.60). The desktop VR group scored significantly higher than the text group on one transfer test (d = 0.63) but not the other (d= 0.11), as well as enjoyment (d =1.11) and intrinsic motivation (d =0.83).",
keywords = "delayed transfer test, multimedia learning, safety training, simulation, virtual reality",
author = "Guido Makransky and Stefan Borre-Gude and Mayer, {Richard E.}",
year = "2019",
month = dec,
doi = "10.1111/jcal.12375",
language = "English",
volume = "35",
pages = "691--707",
journal = "Journal of Computer Assisted Learning",
issn = "0266-4909",
publisher = "Wiley-Blackwell",
number = "6",

}

RIS

TY - JOUR

T1 - Motivational and cognitive benefits of training in immersive virtual reality based on multiple assessments

AU - Makransky, Guido

AU - Borre-Gude, Stefan

AU - Mayer, Richard E.

PY - 2019/12

Y1 - 2019/12

N2 - The main objective of this study was to examine the effectiveness of immersive virtual reality (VR) as a medium for delivering laboratory safety training. We specifically compare an immersive VR simulation, a desktop VR simulation, and a conventional safety manual. The sample included 105 first year undergraduate engineering students (56 females). We include five types of learning outcomes including post-test enjoyment ratings; pre- to post-test changes in intrinsic motivation and self-efficacy; a post-test multiple choice retention test; and two behavioral transfer tests. Results indicated that the groups did not differ on the immediate retention test, suggesting that all three media were equivalent in conveying the basic knowledge. However, significant differences were observed favoring the immersive VR group compared to the text group on the two transfer tests involving the solving problems in a physical lab setting (d = 0.54, d = 0.57), as well as enjoyment (d = 1.44) and increases in intrinsic motivation (d = 0.69) and self-efficacy (d = 0.60). The desktop VR group scored significantly higher than the text group on one transfer test (d = 0.63) but not the other (d= 0.11), as well as enjoyment (d =1.11) and intrinsic motivation (d =0.83).

AB - The main objective of this study was to examine the effectiveness of immersive virtual reality (VR) as a medium for delivering laboratory safety training. We specifically compare an immersive VR simulation, a desktop VR simulation, and a conventional safety manual. The sample included 105 first year undergraduate engineering students (56 females). We include five types of learning outcomes including post-test enjoyment ratings; pre- to post-test changes in intrinsic motivation and self-efficacy; a post-test multiple choice retention test; and two behavioral transfer tests. Results indicated that the groups did not differ on the immediate retention test, suggesting that all three media were equivalent in conveying the basic knowledge. However, significant differences were observed favoring the immersive VR group compared to the text group on the two transfer tests involving the solving problems in a physical lab setting (d = 0.54, d = 0.57), as well as enjoyment (d = 1.44) and increases in intrinsic motivation (d = 0.69) and self-efficacy (d = 0.60). The desktop VR group scored significantly higher than the text group on one transfer test (d = 0.63) but not the other (d= 0.11), as well as enjoyment (d =1.11) and intrinsic motivation (d =0.83).

KW - delayed transfer test

KW - multimedia learning

KW - safety training

KW - simulation

KW - virtual reality

U2 - 10.1111/jcal.12375

DO - 10.1111/jcal.12375

M3 - Journal article

VL - 35

SP - 691

EP - 707

JO - Journal of Computer Assisted Learning

JF - Journal of Computer Assisted Learning

SN - 0266-4909

IS - 6

ER -

ID: 232064538