Learning a second language (L2) presents a significant challenge to many people in adulthood. Platforms for effective L2 instruction have been developed in both academia and the industry. While real-life (RL) immersion is often lauded as a particularly effective L2 learning platform, little is known about the features of immersive contexts that contribute to the L2 learning process. Immersive virtual reality (iVR) offers a flexible platform to simulate an RL immersive learning situation, while allowing the researcher to have tight experimental control for stimulus delivery and learner interaction with the environment. Using a mixed counterbalanced design, the current study examines individual differences in L2 performance during learning of 60 Mandarin Chinese words across two learning sessions, with each participant learning 30 words in iVR and 30 words via word–word (WW) paired association. Behavioral performance was collected immediately after L2 learning via an alternative forced-choice recognition task. Our results indicate a main effect of L2 learning context, such that accuracy on trials learned via iVR was significantly higher as compared to trials learned in the WW condition. These effects are reflected especially in the differential effects of learning contexts, in that less successful learners show a significant benefit of iVR instruction as compared to WW, whereas successful learners do not show a significant benefit of either learning condition. Our findings have broad implications for L2 education, particularly for those who struggle in learning an L2.
13 September 2020 in Spatial Cognition & Computation
Although immersive virtual reality is attractive to users, we know relatively little about whether higher immersion levels increase or decrease spatial learning outcomes. In addition, questions remain about how different approaches to travel within a virtual environment affect spatial learning. In this paper, we investigated the role of immersion (desktop computer versus HTC Vive) and teleportation in spatial learning. Results showed few differences between conditions, favoring, if anything, the desktop environment. There seems to be no advantage of using continuous travel over teleportation, or using the Vive with teleportation compared to a desktop computer. Discussing the results, we look critically at the experimental design, identify potentially confounding variables, and suggest avenues for future research.
The availability and quantity of remotely sensed and terrestrial geospatial data sets are on the rise. Historically, these data sets have been analyzed and quarried on 2D desktop computers; however, immersive technologies and specifically immersive virtual reality (iVR) allow for the integration, visualization, analysis, and exploration of these 3D geospatial data sets. iVR can deliver remote and large-scale geospatial data sets to the laboratory, providing embodied experiences of field sites across the earth and beyond. We describe a workflow for the ingestion of geospatial data sets and the development of an iVR workbench, and present the application of these for an experience of Iceland’s Thrihnukar volcano where we: (1) combined satellite imagery with terrain elevation data to create a basic reconstruction of the physical site; (2) used terrestrial LiDAR data to provide a geo-referenced point cloud model of the magmatic-volcanic system, as well as the LiDAR intensity values for the identification of rock types; and (3) used Structure-from-Motion (SfM) to construct a photorealistic point cloud of the inside volcano. The workbench provides tools for the direct manipulation of the georeferenced data sets, including scaling, rotation, and translation, and a suite of geometric measurement tools, including length, area, and volume. Future developments will be inspired by an ongoing user study that formally evaluates the workbench’s mature components in the context of fieldwork and analyses activities.
30 December 2021 in Journal of Educational Computing Research
Virtual and immersive virtual reality, VR and iVR, provide flexible and engaging learning opportunities, such as virtual field trips (VFTs). Despite its growing popularity for education, understanding how iVR compared to non-immersive media influences learning is still challenged by mixed empirical results and a lack of longitudinal research. This study addresses these issues through an experiment in which undergraduate geoscience students attended two temporally separated VFT sessions through desktop virtual reality (dVR) or iVR, with their learning experience and outcomes measured after each session. Our results show higher levels of enjoyment and satisfaction as well as a stronger sense of spatial presence in iVR students in both VFTs compared to dVR students, but no improvement in learning outcomes in iVR compared to dVR. More importantly, we found that there exists a critical interaction between VR condition and repeated participation in VFTs indicating that longitudinal exposure to VFTs improves knowledge performance more when learning in iVR than through dVR. These results suggest that repeated use of iVR may be beneficial in sustaining students’ emotional engagement and compensating the initial deficiency in their objective learning outcomes compared to other less immersive technologies.
Virtual field trips are transforming education in biology and other place-based disciplines – and not just since Covid-19 has imposed social distancing constraints. Efficient methods for content creation, combined with affordable immersive technology, provide the opportunity to integrate immersive experiences into ever-larger classes. However, many aspects of how immersive experiences can enrich and improve learning in place-based education are still not well understood. We present an empirical study, conducted in a large undergraduate ecology class, comparing students, that experienced an immersive virtual version of a field trip to a biological preserve as preparation for a later actual field trip to the site, with a control group that visited the real site but without having had the virtual experience. Within the virtual experience group, we also varied the quality of the headset. The VR field trip was well received for raising spatial awareness and also motivation and interest. Students ranked it higher than any traditional means with regard to achieving a high level of preparedness for the actual field trip. In contrast, no statistically significant evidence was found for differences in perceived learning outcome and enjoyment of the actual field trip.
5 April 2020 in Cognitive Research: Principles and Implications
Background: Investigating the relationship between the human body and its spatial environment is a critical component in understanding the process of acquiring spatial knowledge. However, few empirical evaluations have looked at how the visual accessibility of an environment affects spatial learning. To address this gap, this paper focuses on geographic scale, defined as the spatial extent visually accessible from a single viewpoint. We present two experiments in which we manipulated geographic scale using two perspectives, a ground level and an elevated view, in order to better understand the scale effect on spatial learning. Learning outcomes were measured using estimates of direction and self-reports of mental workload.Results: In contrast to our hypothesis, we found few differences in spatial learning when comparing different perspectives. However, our analysis of pointing errors shows a significant interaction effect between the scale and spatial ability: The elevated perspective reduced the differences in pointing errors between low and high spatial ability participants in contrast to when participants learned the environment at ground level alone. Bimodal pointing distributions indicate that participants made systematic errors, for example, forgetting turns or segments. Modeling these errors revealed a unified alternative representation of the environment and further suggests that low spatial ability participants benefited more from the elevated perspective in terms of spatial learning compared to high spatial ability participants.Conclusions: We conclude that an increased geographic scale, which was accessible through an elevated perspective in this study, can help bridge the performance gap in spatial learning between low and high spatial ability participants.