2022
DOI: 10.1111/jcal.12749
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Fostering science interests through head‐mounted displays

Abstract: Background: Research suggests that head-mounted displays (HMD) can spark situational interest when they are used to provide science learning experiences that are not possible in traditional classroom settings. However, few studies have investigated the lasting effects of using HMDs in an authentic instructional intervention.Objectives: We investigated the effects of a one-time experience of a virtual field trip to Greenland in a sample of 105 middle school students. Methods: Students used either a standard 2D … Show more

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Cited by 9 publications
(3 citation statements)
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“…These results reject our hypothesis and are not consistent with previous research. Other authors reported an overall increase in interest in science following a single didactical activity with VR simulations (Makransky et al, 2019a(Makransky et al, , 2020, while Andersen et al found that immersive VR was more effective than 2D video in fostering science interest (Andersen et al, 2023).…”
Section: Interest In Sciencementioning
confidence: 99%
“…These results reject our hypothesis and are not consistent with previous research. Other authors reported an overall increase in interest in science following a single didactical activity with VR simulations (Makransky et al, 2019a(Makransky et al, , 2020, while Andersen et al found that immersive VR was more effective than 2D video in fostering science interest (Andersen et al, 2023).…”
Section: Interest In Sciencementioning
confidence: 99%
“…The SEM analysis showed that enjoyment mediated the pathway from instructional design to immediate post-test performances, while interest mediated the pathway from instructional design to delayed post-test performances. Recent studies conducted within the same framework have demonstrated a positive effect of IVR and interactivity on enjoyment, interest, self-efficacy, expected outcomes, perceived embodiment, spatial presence, motivation and behavioral intention changes compared to the same content presented using 2D desktop or conventional multimedia technologies, and have done so in very different fields and subject areas (Ahn et al, 2022;Andersen et al, 2022;Makransky and Klingenberg, 2022;Makransky and Mayer, 2022;Petersen et al, 2022;Vandeweerdt et al, 2022;Plechatà et al, 2022a,b;Bagher et al, 2023;Stenberdt and Makransky, 2023). A similar pattern of results was found with young children asked to perform tasks such as remembering and recalling a story and the related emotions (Araiza-Alba et al, 2020a), understanding and recalling seaside safety instructions (Araiza-Alba et al, 2021b) and problem solving (Araiza-Alba et al, 2021a).…”
Section: Learning In Ivrmentioning
confidence: 99%
“…In-depth descriptions of individual AR applications built to verify their viability in a range of industries are provided in several articles [2]. They present and evaluate the viability of using mixed reality (MR) to enhance the communication of safety issues on worksites through a holographic program that provides a collaborative setting through a head-mounted display (HMD) [30] in which others can view and interact [31]. Two tests provide an empirical comparison of 11 bare-handed, mid-air mode-switching approaches appropriate for virtual reality (VR); the first analyzes seven hand movements, both dominant and nondominant, and the second uses four methods to investigate the impact of using a dominant hand device for selection as well as other nuanced dominant-hand strategies [32].…”
Section: Manufacturing Data and Strategies For Visualization Enhancem...mentioning
confidence: 99%