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dc.contributor.authorThompson, Meredith
dc.contributor.authorUz-Bilgin, Cigdem
dc.contributor.authorTutwiler, M Shane
dc.contributor.authorAnteneh, Melat
dc.contributor.authorMeija, Josephine Camille
dc.contributor.authorWang, Annie
dc.contributor.authorTan, Philip
dc.contributor.authorEberhardt, Richard
dc.contributor.authorRoy, Dan
dc.contributor.authorPerry, Judy
dc.contributor.authorKlopfer, Eric
dc.date.accessioned2022-08-24T17:13:52Z
dc.date.available2022-08-24T17:13:52Z
dc.date.issued2021
dc.identifier.urihttps://hdl.handle.net/1721.1/144420
dc.description.abstractAbstract Purpose This study isolates the effect of immersion on players’ learning in a virtual reality (VR)-based game about cellular biology by comparing two versions of the game with the same level of interactivityand different levels of immersion. The authors identify immersion and additional interactivity as two key affordances of VR as a learning tool. A number of research studies compare VR with two-dimensional or minimally interactive media; this study focuses on the effect of immersion as a result of the head mounted display (HMD). Design/methodology/approach In the game, players diagnose a cell by exploring a virtual cell and search for clues that indicate one of five possible types of cystic fibrosis. Fifty-one adults completed all aspects of the study. Players took pre and post assessments and drew pictures of cells and translation before and after the game. Players were randomly assigned to play the game with the HMD (stereoscopic view) or without the headset (non-stereoscopic view). Players were interviewed about their drawings and experiences at the end of the session. Findings Players in both groups improved in their knowledge of the cell environment and the process of translation. Players who experienced the immersive stereoscopic view had a more positive learning effect in the content assessment, and stronger improvement in their mental models of the process of translation between pre- and post-drawings compared to players who played the two-dimensional game. Originality/value This study suggests that immersion alone has a positive effect on conceptual understanding, especially in helping learners understand spatial environments and processes. These findings set the stage for a new wave of research on learning in immersive environments; research that moves beyond determining whether immersive media correlate with more learning, toward a focus on the types of learning outcomes that are best supported by immersive media.en_US
dc.language.isoen
dc.publisherEmeralden_US
dc.relation.isversionof10.1108/ILS-12-2020-0252en_US
dc.rightsCreative Commons Attribution-Noncommercial-Share Alikeen_US
dc.rights.urihttp://creativecommons.org/licenses/by-nc-sa/4.0/en_US
dc.sourceProf. Klopferen_US
dc.titleImmersion positively affects learning in virtual reality games compared to equally interactive 2d gamesen_US
dc.typeArticleen_US
dc.identifier.citationThompson, Meredith, Uz-Bilgin, Cigdem, Tutwiler, M Shane, Anteneh, Melat, Meija, Josephine Camille et al. 2021. "Immersion positively affects learning in virtual reality games compared to equally interactive 2d games." Information and Learning Science, 122 (7/8).
dc.contributor.departmentMassachusetts Institute of Technology. Department of Brain and Cognitive Sciences
dc.contributor.departmentMassachusetts Institute of Technology. Program in Comparative Media Studies/Writing
dc.relation.journalInformation and Learning Scienceen_US
dc.eprint.versionAuthor's final manuscripten_US
dc.type.urihttp://purl.org/eprint/type/JournalArticleen_US
eprint.statushttp://purl.org/eprint/status/PeerRevieweden_US
dc.date.updated2022-08-24T16:56:34Z
dspace.orderedauthorsThompson, M; Uz-Bilgin, C; Tutwiler, MS; Anteneh, M; Meija, JC; Wang, A; Tan, P; Eberhardt, R; Roy, D; Perry, J; Klopfer, Een_US
dspace.date.submission2022-08-24T16:56:36Z
mit.journal.volume122en_US
mit.journal.issue7/8en_US
mit.licenseOPEN_ACCESS_POLICY
mit.metadata.statusAuthority Work and Publication Information Neededen_US


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