How does desktop virtual reality enhance learning outcomes? A structural equation modeling approach

This study examined how desktop virtual reality (VR) enhances learning and not merely does desktop VR influence learning. Various relevant constructs and their measurement factors were identified to examine how desktop VR enhances learning and the fit of the hypothesized model was analyzed using str...

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書誌詳細
出版年:Computers and Education
第一著者: 2-s2.0-77956266282
フォーマット: 論文
言語:English
出版事項: 2010
オンライン・アクセス:https://www.scopus.com/inward/record.uri?eid=2-s2.0-77956266282&doi=10.1016%2fj.compedu.2010.06.006&partnerID=40&md5=0362c902c9e9796c9454ccfba5480c42
id Ai-Lim Lee E.; Wong K.W.; Fung C.C.
spelling Ai-Lim Lee E.; Wong K.W.; Fung C.C.
2-s2.0-77956266282
How does desktop virtual reality enhance learning outcomes? A structural equation modeling approach
2010
Computers and Education
55
4
10.1016/j.compedu.2010.06.006
https://www.scopus.com/inward/record.uri?eid=2-s2.0-77956266282&doi=10.1016%2fj.compedu.2010.06.006&partnerID=40&md5=0362c902c9e9796c9454ccfba5480c42
This study examined how desktop virtual reality (VR) enhances learning and not merely does desktop VR influence learning. Various relevant constructs and their measurement factors were identified to examine how desktop VR enhances learning and the fit of the hypothesized model was analyzed using structural equation modeling. The results supported the indirect effect of VR features to the learning outcomes, which was mediated by the interaction experience and the learning experience. Learning experience which was individually measured by the psychological factors, that is, presence, motivation, cognitive benefits, control and active learning, and reflective thinking took central stage in affecting the learning outcomes in the desktop VR-based learning environment. The moderating effect of student characteristics such as spatial ability and learning style was also examined. The results show instructional designers and VR software developers how to improve the learning effectiveness and further strengthen their desktop VR-based learning implementation. Through this research, an initial theoretical model of the determinants of learning effectiveness in a desktop VR-based learning environment is contributed. © 2010 Elsevier Ltd. All rights reserved.

3601315
English
Article

author 2-s2.0-77956266282
spellingShingle 2-s2.0-77956266282
How does desktop virtual reality enhance learning outcomes? A structural equation modeling approach
author_facet 2-s2.0-77956266282
author_sort 2-s2.0-77956266282
title How does desktop virtual reality enhance learning outcomes? A structural equation modeling approach
title_short How does desktop virtual reality enhance learning outcomes? A structural equation modeling approach
title_full How does desktop virtual reality enhance learning outcomes? A structural equation modeling approach
title_fullStr How does desktop virtual reality enhance learning outcomes? A structural equation modeling approach
title_full_unstemmed How does desktop virtual reality enhance learning outcomes? A structural equation modeling approach
title_sort How does desktop virtual reality enhance learning outcomes? A structural equation modeling approach
publishDate 2010
container_title Computers and Education
container_volume 55
container_issue 4
doi_str_mv 10.1016/j.compedu.2010.06.006
url https://www.scopus.com/inward/record.uri?eid=2-s2.0-77956266282&doi=10.1016%2fj.compedu.2010.06.006&partnerID=40&md5=0362c902c9e9796c9454ccfba5480c42
description This study examined how desktop virtual reality (VR) enhances learning and not merely does desktop VR influence learning. Various relevant constructs and their measurement factors were identified to examine how desktop VR enhances learning and the fit of the hypothesized model was analyzed using structural equation modeling. The results supported the indirect effect of VR features to the learning outcomes, which was mediated by the interaction experience and the learning experience. Learning experience which was individually measured by the psychological factors, that is, presence, motivation, cognitive benefits, control and active learning, and reflective thinking took central stage in affecting the learning outcomes in the desktop VR-based learning environment. The moderating effect of student characteristics such as spatial ability and learning style was also examined. The results show instructional designers and VR software developers how to improve the learning effectiveness and further strengthen their desktop VR-based learning implementation. Through this research, an initial theoretical model of the determinants of learning effectiveness in a desktop VR-based learning environment is contributed. © 2010 Elsevier Ltd. All rights reserved.
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