Suche

Wo soll gesucht werden?
Erweiterte Literatursuche

Ariadne Pfad:

Inhalt

Literaturnachweis - Detailanzeige

 
Autor/inn/enSumardani, Dadan; Lin, Chih-Hung
TitelCognitive Processes during Virtual Reality Learning: A Study of Brain Wave
QuelleIn: Education and Information Technologies, 28 (2023) 11, S.14877-14896 (20 Seiten)Infoseite zur Zeitschrift
PDF als Volltext Verfügbarkeit 
Spracheenglisch
Dokumenttypgedruckt; online; Zeitschriftenaufsatz
ISSN1360-2357
DOI10.1007/s10639-023-11788-4
SchlagwörterComputer Simulation; Cognitive Processes; Brain Hemisphere Functions; Reading Processes; Learning Processes; Attention; Learning Modalities
AbstractVirtual Reality (VR) has gained popularity in educational fields enabling new learning possibilities. In the implementation process, VR could improve learning by increasing positive affective and cognitive processing, whereas VR also could hurt learning by increasing distraction and leading to poorer learning outcomes. Thus, understanding the cognitive processes that occur during the learning process using VR can provide sufficient information to unlock the learning potential. This research aims to determine cognitive processes through brain waves when participants perform VR learning and reading activity. Cognitive processing during VR learning was compared to the reading process because reading was a fundamental activity of the learning process and one of the most common ways of accessing knowledge. Brain Wave data on attention and meditation were collected using the Mindset EEG headset developed by Neurosky Inc., in which participants read the material and experienced VR simulation regarding the weightlessness concept. The results show that reading activity has a higher attention level than VR learning due to the many learning modalities in VR learning causing cognitive overload. Regarding the level of meditation, the brain activities indicate that the reading activity and VR learning activities have the same level of meditation. One of the most plausible explanations is the absence of cybersickness in VR learning. Moreover, according to the trend analysis of the brain wave activity, VR learning can possibly enhance the learning process in specific scenarios, such as when participants complete their mission in the VR simulation and start free exploration and when participants see something that they thought was extraordinarily embodied in VR. Besides that, VR learning can also distort the learning process, such as when participants are confused during instruction about which path to take and what the next step is, then cause distraction in learning. (As Provided).
AnmerkungenSpringer. Available from: Springer Nature. One New York Plaza, Suite 4600, New York, NY 10004. Tel: 800-777-4643; Tel: 212-460-1500; Fax: 212-460-1700; e-mail: customerservice@springernature.com; Web site: https://link.springer.com/
Erfasst vonERIC (Education Resources Information Center), Washington, DC
Update2024/1/01
Literaturbeschaffung und Bestandsnachweise in Bibliotheken prüfen
 

Standortunabhängige Dienste
Bibliotheken, die die Zeitschrift "Education and Information Technologies" besitzen:
Link zur Zeitschriftendatenbank (ZDB)

Artikellieferdienst der deutschen Bibliotheken (subito):
Übernahme der Daten in das subito-Bestellformular

Tipps zum Auffinden elektronischer Volltexte im Video-Tutorial

Trefferlisten Einstellungen

Permalink als QR-Code

Permalink als QR-Code

Inhalt auf sozialen Plattformen teilen (nur vorhanden, wenn Javascript eingeschaltet ist)

Teile diese Seite: