2018
DOI: 10.29333/ejmste/85874
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Mobile Virtual Reality as an Educational Platform: A Pilot Study on the Impact of Immersion and Positive Emotion Induction in the Learning Process

Abstract: The purpose of this study is to evaluate the influence of emotional induction and level of immersion on knowledge acquisition and motivation. Two conditions were used for immersion modulation: a high immersive condition, which consisted of the viewing of educational content through a head-mounted-display; and a low immersive condition, which was achieved through direct viewing on a tablet. The emotional conditions, created through video simulation, consisted of a positive versus neutral mood induction procedur… Show more

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Cited by 46 publications
(31 citation statements)
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“…Interaction with the immersive environment allows the user to co-create their experience giving them a subjective sense of “presence” in the virtual environment [3,5]. Immersion and presence can facilitate interventions using simulated 3D environments that set VR apps apart from in vivo behavioral treatments [6] and low-immersion 2D apps (eg, mobile phone) [7]. VR can serve as an adjunct to assist with the adoption of pain management skills in evidence-based interventions [4,8].…”
Section: Introductionmentioning
confidence: 99%
“…Interaction with the immersive environment allows the user to co-create their experience giving them a subjective sense of “presence” in the virtual environment [3,5]. Immersion and presence can facilitate interventions using simulated 3D environments that set VR apps apart from in vivo behavioral treatments [6] and low-immersion 2D apps (eg, mobile phone) [7]. VR can serve as an adjunct to assist with the adoption of pain management skills in evidence-based interventions [4,8].…”
Section: Introductionmentioning
confidence: 99%
“…For classroom videos, this entails that PSTs can view classroom interactions from both a teacher and student perspective. Using YouTube as an online platform, 360-degree videos can be watched with a virtual reality-headset ( Figure 1), disconnecting viewers from their surroundings (Aguayo, Cochrane, and Narayan 2017;Olmos-Raya et al 2018). This way, 360-degree videos provide viewers with a sense of presence and immersion within a realistic and authentic situation that cannot be realised with traditional 2D videos (Reyna 2018;Martín-Gutiérrez et al 2016;Yoh 2001).…”
Section: -Degree Videosmentioning
confidence: 99%
“…The comparison result did not show a significant difference in quantitative learning measurements, though the completion time of the VR version was always longer than the non-VR version. Olmos et al [17] provided an educational platform to study the influence of emotional induction and level of immersion on learning motivation. They presented a usability study between an immersive version with an HMD and a low-immersive version with a tablet.…”
Section: Use Case Studies Of Serious Vr Gamesmentioning
confidence: 99%