Engaging University Students in a Library Guide through Wearable Spherical Video-Based Virtual Reality: Effects on Situational Interest and Cognitive Load

Fuente: ERIC Institute of Education Sciences
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Autori principali: Lin, Hota Chia-Sheng, Yu, Shih-Jou, Sun, Jerry Chih-Yuan, Jong, Morris Siu Yung
Natura: Recurso educativo Open Access
Lingua:en
Pubblicazione: 2021
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author Lin, Hota Chia-Sheng
Yu, Shih-Jou
Sun, Jerry Chih-Yuan
Jong, Morris Siu Yung
author_facet Lin, Hota Chia-Sheng
Yu, Shih-Jou
Sun, Jerry Chih-Yuan
Jong, Morris Siu Yung
Lin, Hota Chia-Sheng
Yu, Shih-Jou
Sun, Jerry Chih-Yuan
Jong, Morris Siu Yung
collection Education Resources Information Center
contents Engaging University Students in a Library Guide through Wearable Spherical Video-Based Virtual Reality: Effects on Situational Interest and Cognitive Load Lin, Hota Chia-Sheng Yu, Shih-Jou Sun, Jerry Chih-Yuan Jong, Morris Siu Yung College Students Library Instruction Student Interests Cognitive Processes Difficulty Level Academic Libraries Educational Technology Computer Simulation Transformative Learning Learning Motivation Video Technology Situated Learning Assistive Technology This study aimed to investigate differences in students' situational interest (exploration intention, instant enjoyment, novelty, attention demand, challenge, and total interest) and cognitive load (intrinsic, extraneous, and germane) of VR-guide and map-guide groups in a university library. The VR-guide group used wearable spherical video-based virtual reality (SVVR) devices, while the map-guide group used tablets to learn the functions of the library. Both groups completed a prior knowledge test, field tasks, a situational interest scale, and a cognitive load scale. The results show that, in comparison with the use of the map-guide, the wearable VR-guide could yield a higher degree of "Novelty" and "Challenge" (in the situational interest dimension), as well as higher germane cognitive load. This study reveals that harnessing SVVR in learning and teaching has a positive impact on university students. The educational use of SVVR has good potential for transforming students' way of learning, improving traditional learning, and enhancing students' understanding of content and learning motivation.
format Recurso educativo Open Access
id eric_EJ1324114
institution ERIC Institute of Education Sciences
language en
publishDate 2021
record_format eric
spellingShingle Engaging University Students in a Library Guide through Wearable Spherical Video-Based Virtual Reality: Effects on Situational Interest and Cognitive Load
Lin, Hota Chia-Sheng
Yu, Shih-Jou
Sun, Jerry Chih-Yuan
Jong, Morris Siu Yung
College Students
Library Instruction
Student Interests
Cognitive Processes
Difficulty Level
Academic Libraries
Educational Technology
Computer Simulation
Transformative Learning
Learning Motivation
Video Technology
Situated Learning
Assistive Technology
Engaging University Students in a Library Guide through Wearable Spherical Video-Based Virtual Reality: Effects on Situational Interest and Cognitive Load Lin, Hota Chia-Sheng Yu, Shih-Jou Sun, Jerry Chih-Yuan Jong, Morris Siu Yung College Students Library Instruction Student Interests Cognitive Processes Difficulty Level Academic Libraries Educational Technology Computer Simulation Transformative Learning Learning Motivation Video Technology Situated Learning Assistive Technology This study aimed to investigate differences in students' situational interest (exploration intention, instant enjoyment, novelty, attention demand, challenge, and total interest) and cognitive load (intrinsic, extraneous, and germane) of VR-guide and map-guide groups in a university library. The VR-guide group used wearable spherical video-based virtual reality (SVVR) devices, while the map-guide group used tablets to learn the functions of the library. Both groups completed a prior knowledge test, field tasks, a situational interest scale, and a cognitive load scale. The results show that, in comparison with the use of the map-guide, the wearable VR-guide could yield a higher degree of "Novelty" and "Challenge" (in the situational interest dimension), as well as higher germane cognitive load. This study reveals that harnessing SVVR in learning and teaching has a positive impact on university students. The educational use of SVVR has good potential for transforming students' way of learning, improving traditional learning, and enhancing students' understanding of content and learning motivation.
title Engaging University Students in a Library Guide through Wearable Spherical Video-Based Virtual Reality: Effects on Situational Interest and Cognitive Load
topic College Students
Library Instruction
Student Interests
Cognitive Processes
Difficulty Level
Academic Libraries
Educational Technology
Computer Simulation
Transformative Learning
Learning Motivation
Video Technology
Situated Learning
Assistive Technology
url https://eric.ed.gov/?id=EJ1324114