2016
DOI: 10.1007/978-3-319-41769-1_4
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Towards Measuring User Experience, Activation and Task Performance in Immersive Virtual Learning Environments for Students

Abstract: Abstract. The technological progress in the field of Virtual Reality (VR) facilitates the availability and applicability in learning scenarios. Applying VR technologies in a virtual environment (VE) can further intensify the students' learning experience to a more immersive and engaging involvement in the learning process. In order to use immersive virtual learning environments (VLE) in high school and higher education as a teaching and learning tool, first it has to be assessed which individual-related variab… Show more

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Cited by 32 publications
(20 citation statements)
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References 23 publications
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“…Of the 21 studies 14 examined the learner experience (Andreoli et al, 2016;Bharathi & Tucker, 2015;Fernandes et al, 2016;Gutiérrez-Maldonado, Ferrer-García, Plasanjuanelo, Andrés-Pueyo, & Talarn-Caparrós, 2015;Janssen, Tummel, Richert, & Isenhardt, 2016;Kleven et al, 2014;Loup, Serna, Iksal, & George, 2016;Madrigal, Prajapati, & Hernandez-Prera, 2016;Moesgaard et al, 2015;Pan et al, 2016;Polcar & Horejsi, 2015;Ray & Deb, 2016;Reiners, Wood, & Gregory, 2014;Stavroulia et al, 2016). The main aspects of learner experience being examined in the included studies can be divided into three groups, namely: (1) Perceived presence, immersion and realism;…”
Section: Selection Processmentioning
confidence: 99%
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“…Of the 21 studies 14 examined the learner experience (Andreoli et al, 2016;Bharathi & Tucker, 2015;Fernandes et al, 2016;Gutiérrez-Maldonado, Ferrer-García, Plasanjuanelo, Andrés-Pueyo, & Talarn-Caparrós, 2015;Janssen, Tummel, Richert, & Isenhardt, 2016;Kleven et al, 2014;Loup, Serna, Iksal, & George, 2016;Madrigal, Prajapati, & Hernandez-Prera, 2016;Moesgaard et al, 2015;Pan et al, 2016;Polcar & Horejsi, 2015;Ray & Deb, 2016;Reiners, Wood, & Gregory, 2014;Stavroulia et al, 2016). The main aspects of learner experience being examined in the included studies can be divided into three groups, namely: (1) Perceived presence, immersion and realism;…”
Section: Selection Processmentioning
confidence: 99%
“…Another factor that was identified was that standing up, as opposed to sitting down, led to increased sense of presence (Reiners et al, 2014). In a study looking at correlations between personality traits and learner experience Janssen et al (2016) found that people with more anxious or reserved personalities not only had a less positive experience in VR, but also felt less immersed. This led the researcher to conclude that learners with certain individual traits and characteristics will benefit less from learning in VR.…”
Section: Factors Influencing Immersion and Presencementioning
confidence: 99%
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“…Three peculiar ones include a 6-point scale [29], a mix of 5-and 6-point scales [38], and a pictorial (smiley) scale for elderly participants [19].…”
Section: Application Of the Geqmentioning
confidence: 99%
“…. $15.00 DOI: https://doi.org/10.1145/3242671.3242683 a console game with a joystick [18], over a co-located social game on a multi-touch tabletop for older adults [43] or massive online battle arena (MOBA) games for hardcore gamers [31], to immersive virtual learning environments for students [29].…”
Section: Introductionmentioning
confidence: 99%