Litcius/Paper detail

Education in the Digital Age: Learning Experience in Virtual and Mixed Realities

Devon Allcoat, T. D. Hatchard, Freeha Azmat, Kim E. Stansfield, Derrick G. Watson, Adrian von Mühlenen

2021Journal of Educational Computing Research162 citationsDOIOpen Access PDF

Abstract

In recent years Virtual Reality has been revitalized, having gained and lost popularity between the 1960s and 1990s, and is now widely used for entertainment purposes. However, Virtual Reality, along with Mixed Reality and Augmented Reality, has broader application possibilities, thanks to significant advances in technology and accessibility. In the current study, we examined the effectiveness of these new technologies for use in education. We found that learning in both virtual and mixed environments resulted in similar levels of performance to traditional learning. However, participants reported higher levels of engagement in both Virtual Reality and Mixed Reality conditions compared to the traditional learning condition, and higher levels of positive emotions in the Virtual Reality condition. No simulator sickness was found from using either headset, and both headsets scored similarly for system usability and user acceptance of the technology. Virtual Reality, however, did produce a higher sense of presence than Mixed Reality. Overall, the findings suggest that some benefits can be gained from using Virtual and Mixed Realities for education.

Topics & Concepts

Mixed realityVirtual realityHeadsetAugmented realityPopularityUsabilityComputer-mediated realityEducational technologyEntertainmentArtificial realityHuman–computer interactionComputer scienceMetaverseMultimediaPsychologyMathematics educationSocial psychologyVisual artsArtTelecommunicationsVirtual Reality Applications and ImpactsVisual and Cognitive Learning ProcessesEducational Games and Gamification