2022
DOI: 10.1037/stl0000341
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Teaching psychology in virtual reality.

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Cited by 3 publications
(21 citation statements)
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References 22 publications
(39 reference statements)
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“…But normally when we see things that are happening right in front of our own eyes, and they take up our whole field of view, we will not only be physically located in the place that we are seeing, but we will also consider that the things that we are seeing are happening "right now" (i.e., we do not live in the past). Such normal and logical circumstances thus create the potential for an illusory increased experience of "nowness" when pre-recorded videos are viewed in VR as was found by Frewen et al (2022). More, the same arguments provide a basis for hypothesizing that experiences of temporal presence should be mediated, at least in part, by experiences of spatial presence.…”
Section: Introductionmentioning
confidence: 74%
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“…But normally when we see things that are happening right in front of our own eyes, and they take up our whole field of view, we will not only be physically located in the place that we are seeing, but we will also consider that the things that we are seeing are happening "right now" (i.e., we do not live in the past). Such normal and logical circumstances thus create the potential for an illusory increased experience of "nowness" when pre-recorded videos are viewed in VR as was found by Frewen et al (2022). More, the same arguments provide a basis for hypothesizing that experiences of temporal presence should be mediated, at least in part, by experiences of spatial presence.…”
Section: Introductionmentioning
confidence: 74%
“…A future study could further investigate this by assessing spatial and temporal presence in response to both VR and non-VR viewing of both live and past (i.e., pre-recorded) sporting events. Indeed a similar design has been advocated for in researching response to synchronous vs asynchronous university teaching (Frewen et al, 2022). Given that cultural norms involve viewing of fuller sports games at the time of gameplay (i.e., when they are actually taking place), rather than viewing previous games at a later date, the use of live streaming as conducted here perhaps has the highest external validity for viewing of more lengthy segments or entire games.…”
Section: Figurementioning
confidence: 99%
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“…Comparing the VR and 2D learning formats, our preregistered hypotheses, based on the prior results of Frewen et al (2022), were that learning psychology in VR would heighten the experience of presence and would be considered a more satisfactory medium for learning psychology asynchronously online. Nevertheless, we considered that learning psychology in VR might also be perceived to be more difficult and occasion symptoms of nausea and disequilibrium, at least for some students.…”
mentioning
confidence: 99%