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Exploring Interaction, Movement and Video Game Experience in an Educational VR Experience

Published: 19 April 2023 Publication History

Abstract

Findings of increased engagement and preference for XR learning are well-established. However, there are concerns that the high sense of presence that virtual reality can engender may increase cognitive load and actually decrement learning outcomes [16]. Recent research has highlighted the importance of understanding the contributions of embodiment to learning in virtual reality [13]. In this paper, we analyze previously unpublished secondary data of participant interactions, movements, and presence ratings to investigate how user behavior may predict learning in embodied, immersive virtual environments, and how this can guide the development of broadly useful XR interventions. We find that increased global movement predicts higher post-test scores, but more embodied interactions (i.e., dragging the Moon using hand gestures rather than button presses) do not improve learning. Rather, actions linked to greater familiarity with video game play predict greater learning of the subject matter.

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References

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Cited By

View all
  • (2024)Designing Effective VR Learning EnvironmentsCreating Immersive Learning Experiences Through Virtual Reality (VR)10.4018/979-8-3693-6407-9.ch004(77-104)Online publication date: 22-Nov-2024
  • (2024)CUPID: Improving Battle Fairness and Position Satisfaction in Online MOBA Games with a Re-matchmaking SystemProceedings of the ACM on Human-Computer Interaction10.1145/36869788:CSCW2(1-39)Online publication date: 8-Nov-2024
  • (2024)Effective affective EEG-based indicators in emotion-evoking VR environments: an evidence from machine learningNeural Computing and Applications10.1007/s00521-024-10240-z36:35(22245-22263)Online publication date: 19-Sep-2024

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  1. Exploring Interaction, Movement and Video Game Experience in an Educational VR Experience

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    cover image ACM Conferences
    CHI EA '23: Extended Abstracts of the 2023 CHI Conference on Human Factors in Computing Systems
    April 2023
    3914 pages
    ISBN:9781450394222
    DOI:10.1145/3544549
    Permission to make digital or hard copies of part or all of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for third-party components of this work must be honored. For all other uses, contact the Owner/Author.

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    Publication History

    Published: 19 April 2023

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    Author Tags

    1. Embodiment
    2. Learning
    3. Movement
    4. Presence
    5. Virtual Reality

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    Cited By

    View all
    • (2024)Designing Effective VR Learning EnvironmentsCreating Immersive Learning Experiences Through Virtual Reality (VR)10.4018/979-8-3693-6407-9.ch004(77-104)Online publication date: 22-Nov-2024
    • (2024)CUPID: Improving Battle Fairness and Position Satisfaction in Online MOBA Games with a Re-matchmaking SystemProceedings of the ACM on Human-Computer Interaction10.1145/36869788:CSCW2(1-39)Online publication date: 8-Nov-2024
    • (2024)Effective affective EEG-based indicators in emotion-evoking VR environments: an evidence from machine learningNeural Computing and Applications10.1007/s00521-024-10240-z36:35(22245-22263)Online publication date: 19-Sep-2024

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