Immersive Learning in Vocational Schools
PDF (Deutsch)

Keywords

Immersive learning technology
virtual reality
augmented reality
vocational school
learning disabilities

How to Cite

Tangocci, Elena, Christian Hartmann, and Maria Bannert. 2023. “Immersive Learning in Vocational Schools: Does VR and AR Technology Promote Learning, Intrinsic Motivation, and Technology Acceptance in Trainees With Learning Disabilities?”. MediaEducation: Journal for Theory and Practice of Media Education 51 (AR/VR - Part 2):268-88. https://doi.org/10.21240/mpaed/51/2023.01.21.X.

License

Copyright (c) 2023 Elena Tangocci, Christian Hartmann, Maria Bannert

Creative Commons License

This work is licensed under a Creative Commons Attribution 4.0 International License.

Abstract

In vocational training, working with virtual reality (VR) and augmented reality (AR) is advantageous for learning work processes without danger. A decisive potential of VR and AR applications is the possibility to represent complex learning content realistically or three-dimensionally, as well as interaction possibilities with virtual objects. VR and AR applications can support people with learning disabilities in particular, as they have difficulties visualizing learning content. However, little research has been conducted to determine whether VR and AR applications actually enhance the learning performance of cognitively impaired individuals. Therefore, a quasi-experimental field study with a pre-posttest design was conducted at vocational schools with special education classes to investigate whether trainees learned more effectively with immersive VR and AR applications or with non-immersive tablet PCs and showed high motivation and technology acceptance. The results show that the learning performance of both immersive learning conditions differed significantly from the tablet condition only for more cognitively demanding, procedural, and learning transfer learning content. Motivation and technology acceptance were generally high in learning, and in particular, the learning conditions differed in interest, perceived competence, and attitude toward the learning medium. These findings indicate that students with learning disabilities could be supported by learning with VR and AR technology. Based on the results, we discuss how immersive learning media can be effectively used for learning procedural content in the classroom.

https://doi.org/10.21240/mpaed/51/2023.01.21.X

References

Bacca, Jorge, Silvia Baldiris, Ramon Fabregat, Sabine Graf, und Kinshuk. 2014. «Augmented Reality Trends in Education: A Systematic Review of Research and Applications». Educational Technology & Society 17 (4): 133–49. http://www.jstor.org/stable/jeductechsoci.17.4.133.

Cheng, Kun-Hung, und Chin-Chung Tsai. 2013. «Affordances of Augmented Reality in Science Learning: Suggestions for Future Research». Journal of Science Education and Technology 22 (4): 449–62. https://doi.org/10.1007/s10956-012-9405-9.

Dalgarno, Barney, und Mark J. W. Lee. 2010. «What are the learning affordances of 3-D virtual environments?» Part of a special issue: Crossing boundaries: Learning and teaching in virtual worlds 41 (1): 10–32. https://doi.org/10.1111/j.1467-8535.2009.01038.x.

Davis, Fred D. 1989. «Perceived Usefulness, Perceived Ease of Use, and User Acceptance of Information Technology». MIS Quarterly 13 (3): 319–40. https://doi.org/10.2307/249008.

Di Serio, Ángela, María Blanca Ibáñez, und Carlos Delgado Kloos. 2013. «Impact of an Augmented Reality System on Students’ Motivation for a Visual Art Course». Computers & Education 68: 586–96. https://doi.org/10.1016/j.compedu.2012.03.002.

DIMI, Deutsches Institut für Medizinische Dokumentation und Information. 2019. ICD-10-GM Version 2019, Kapitel V Psychische und Verhaltensstörungen. 2019. https://www.dimdi.de/­static/de/klassifikationen/icd/icd-10-gm/kode-suche/htmlgm2019/block-f80-f89.htm.

Freina, Laura, und Michela Ott. 2015. «A Literature Review on Immersive Virtual Reality in Education: State of the Art and Perspectives». eLearning & Software for Education 1 (Januar): 133–41. https://doi.org/10.12753/2066-026x-15-020.

Gabana, Daniel, Laurissa Tokarchuk, Emily Hannon, und Hatice Gunes. 2017. «Effects of Valence and Arousal on Working Memory Performance in Virtual Reality Gaming». In 2017 Seventh International Conference on Affective Computing and Intelligent Interaction (ACII), 36–41. San Antonio, TX: IEEE. https://doi.org/10.1109/ACII.2017.8273576.

Garzotto, Franca, Mirko Gelsomini, Daniele Occhiuto, Vito Matarazzo, und Nicolò Messina. 2017. «Wearable Immersive Virtual Reality for Children with Disability: A Case Study». In IDC ’17: Proceedings of the 2017 Conference on Interaction Design and Children, 478–83. IDC ’17. New York, NY, USA: ACM. https://doi.org/10.1145/3078072.3084312.

Greenwald, Scott W. 2018. «Comparing Learning in Virtual Reality with Learning on a 2D Screen Using Electrostatics Activities». Journal of Universal Computer Science 24 (2): 220–45. https://doi.org/10.3217/jucs-024-02-0220.

Grünke, Matthias. 2004. «Lernbehinderung». In Interventionen bei Lernstörungen. Förderung, Training und Therapie in der Praxis, herausgegeben von Gerhard W. Lauth, Matthias Grünke, und Joachim C. Brunstein, 2. Aufl., 65–77. Göttingen: Hogrefe.

Hartmann, Christian, und Maria Bannert. 2022. «Lernen in virtuellen Räumen: Konzeptuelle Grundlagen und Implikationen für künftige Forschung». MedienPädagogik: Zeitschrift für Theorie und Praxis der Medienbildung 47 (AR/VR - Part 1): 373–91. https://doi.org/10.21240/mpaed/47/2022.04.18.X.

Helsel, Sandra. 1992. «Virtual Reality and Education». Educational Technology 32 (5): 38–42. https://www.jstor.org/stable/44425644.

Jeno, Lucas M., Vigdis Vandvik, Sigrunn Eliassen, und John-Arvid Grytnes. 2019. «Testing the Novelty Effect of an M-Learning Tool on Internalization and Achievement: A Self-Determination Theory Approach». Computers & Education 128 (Januar): 398–413. https://doi.org/10.1016/j.compedu.2018.10.008.

Kaiser, Hansruedi. 2005. Wirksame Ausbildungen entwerfen. Das Modell der konkreten Kompetenzen. Bern: hep. https://lit.bibb.de/vufind/Record/DS-126565.

Kaplan, Alexandra D., Jessica Cruit, Mica R. Endsley, Suzanne M. Beers, Ben D. Sawyer, und Peter A. Hancock. 2021. «The Effects of Virtual Reality, Augmented Reality, and Mixed Reality as Training Enhancement Methods: A Meta-Analysis». Human Factors: The Journal of the Human Factors and Ergonomics Society 63 (4): 706–26. https://doi.org/10.1177/0018720820904229.

Kavanagh, Sam, Andrew Luxton-Reilly, Burkhard Wuensche, und Beryl Plimmer. 2017. «A Systematic Review of Virtual Reality in Education». Themes in Science and Technology Education 10 (2): 85–119. https://files.eric.ed.gov/fulltext/EJ1165633.pdf.

Kesim, Mehmet, und Yasin Ozarslan. 2012. «Augmented Reality in Education: Current Technologies and the Potential for Education». Procedia – Social and Behavioral Sciences 47: 297–302. https://doi.org/10.1016/j.sbspro.2012.06.654.

Kintsch, Walter. 1980. «Learning from text, levels of comprehension, or: Why anyone would read a story anyway». Poetics, Special Issue Story Comprehension 9 (1): 87–98. https://doi.org/10.1016/0304-422X(80)90013-3.

Leder, Johannes, Tina Horlitz, Patrick Puschmann, Volker Wittstock, und Astrid Schütz. 2019. «Comparing Immersive Virtual Reality and Powerpoint as Methods for Delivering Safety Training: Impacts on Risk Perception, Learning, and Decision Making». Safety Science 111 (Januar): 271–86. https://doi.org/10.1016/j.ssci.2018.07.021.

Li, Jingyi, Ceenu George, Andrea Ngao, Kai Holländer, Stefan Mayer, und Andreas Butz. 2020. «An Exploration of Users’ Thoughts on Rear-Seat Productivity in Virtual Reality». In 12th International Conference on Automotive User Interfaces and Interactive Vehicular Applications, 92–5. Virtual Event DC USA: ACM. https://doi.org/10.1145/3409251.3411732.

Limniou, Maria, David Roberts, und Nikos Papadopoulos. 2008. «Full Immersive Virtual Environment CAVETM in Chemistry Education». Computers & Education 51 (2): 584–93. https://doi.org/10.1016/j.compedu.2007.06.014.

Lin, Yu-Ju, und Hung-chun Wang. 2021. «Using Virtual Reality to Facilitate Learners’ Creative Self-Efficacy and Intrinsic Motivation in an EFL Classroom». Education and Information Technologies 26 (4): 4487–505. https://doi.org/10.1007/s10639-021-10472-9.

Liou, Hsin-Hun, Stephen J. H. Yang, Sherry Y. Chen, and Wernhuar Tarng. 2017 «The Influences of the 2D Image-Based Augmented Reality and Virtual Reality on Student Learning». Journal of Educational Technology & Society 20 (3): 110–21. http://www.jstor.org/stable/26196123.

Lucas, Jason. 2018. «Student Perceptions and Initial Response to Using Virtual Reality for Construction Education». In 54th Associated Schools of Construction Annual International Conference Proceedings., 8. Minneapolis, MN. http://ascpro0.ascweb.org/archives/cd/2018/paper/CERT101002018.pdf.

Luong, Tiffany, Nicolas Martin, Ferran Argelaguet, und Anatole Lecuyer. 2019. «Studying the Mental Effort in Virtual Versus Real Environments». In 2019 IEEE Conference on Virtual Reality and 3D User Interfaces (VR), 809–16. Osaka, Japan: IEEE. https://doi.org/10.1109/VR.2019.8798029.

Makransky, Guido, Thomas S. Terkildsen, und Richard E. Mayer. 2019. «Adding Immersive Virtual Reality to a Science Lab Simulation Causes More Presence but Less Learning». Learning and Instruction 60: 225–36. https://doi.org/10.1016/j.learninstruc.2017.12.007.

Mantovani, F. 2001. «VR Learning: Potential and Challenges for the Use of 3 D Environments in Education and Training». 2001. https://www.semanticscholar.org/paper/VR-Learning-%3A-Potential-and-Challenges-for-the-Use-Mantovani/c7f8d19850f4a88655fe81caea89912dcad66241.

Martin-Gutierrez, Jorge, Rosa E. Navarro, und Montserrat Acosta Gonzalez. 2011. «Mixed Reality for Development of Spatial Skills of First-Year Engineering Students». In 2011 Frontiers in Education Conference (FIE), T2D-1-T2D-6. Rapid City, SD, USA: IEEE. https://doi.org/10.1109/FIE.2011.6142707.

Mayer, Richard E. 2008. «Applying the Science of Learning: Evidence-Based Principles for the Design of Multimedia Instruction». The American Psychologist 63 (8): 760–69. https://doi.org/10.1037/0003-066X.63.8.760.

Merchant, Zahira, Ernest T. Goetz, Lauren Cifuentes, Wendy Keeney-Kennicutt, und Trina J. Davis. 2014. «Effectiveness of Virtual Reality-Based Instruction on Students’ Learning Outcomes in K-12 and Higher Education: A Meta-Analysis». Computers & Education 70 ­(Januar): 29–40. https://doi.org/10.1016/j.compedu.2013.07.033.

Moro, Christian, Zane Štromberga, Athanasios Raikos, und Allan Stirling. 2017. «The Effectiveness of Virtual and Augmented Reality in Health Sciences and Medical Anatomy». Anatomical Sciences Education 10 (6): 549–59. https://doi.org/10.1002/ase.1696.

Nagy, Judit T. 2018. «Evaluation of Online Video Usage and Learning Satisfaction: An Extension of the Technology Acceptance Model». The International Review of Research in Open and Distributed Learning 19 (1). https://doi.org/10.19173/irrodl.v19i1.2886.

Park, Sung Youl. 2009. «An Analysis of the Technology Acceptance Model in Understanding University Students’ Behavioral Intention to Use e-Learning». Educational Technology & Society 12 (3): 150–62. https://www.jstor.org/stable/jeductechsoci.12.3.150.

Parmar, Dhaval, Jeffrey W. Bertrand, Sabarish V. Babu, Kapil Chalil Madathil, Melissa Zelaya, Tianwei Thomas Wang, John R. Wagner, Anand K. Gramopadhye, und Kristin K. Frady. 2016. «A Comparative Evaluation of Viewing Metaphors on Psychophysical Skills Education in an Interactive Virtual Environment». Virtual Reality 20 (3): 141–57. https://doi.org/10.1037/edu000024110.1007/s10055-016-0287-7.

Parong, Jocelyn, und Richard E Mayer. 2018. «Learning Science in Immersive Virtual Reality». Journal of Educational Psychology 110 (6): 785–97. https://doi.org/10.1037/edu0000241.

Radu, Iulian. 2014. «Augmented Reality in Education: A Meta-Review and Cross-Media Analysis». Personal and Ubiquitous Computing 18 (6): 1533–43. https://10.1007/s00779-013-0747-y.

Renkl, Alexander. 2009. «Lehren und Lernen». In Handbuch Bildungsforschung, herausgegeben von Rudolf Tippelt, und Bernhard Schmidt, 737–51. Wiesbaden: VS. https://doi.org/10.1007/978-3-531-91831-0_39.

Schnotz, Wolfgang, und Maria Bannert. 1999. «Einflüsse der Visualisierungsform auf die Konstruktion mentaler Modelle beim Text und Bildverstehen». Zeitschrift für Experimentelle Psychologie 46 (3): 217–36. https://doi.org/10.1026/0949-3964.46.3.217.

Schuchardt, Kirsten. 2009. «Arbeitsgedächtnis und Lernstörungen: Differenzielle Analysen der Funktionstüchtigkeit des Arbeitsgedächtnisses bei Kindern mit Lernstörungen». Georg-August-Universität Göttingen. https://doi.org/10.53846/goediss-1353.

Sorby, Sheryl A., und Beverly J. Baartmans. 1996. «A Course for the Development of 3-D Spatial Visualization Skills». Engineering Design Graphics Journal 60 (2): 13–20. https://diggingdeeper.pbworks.com/f/Developing+Spatial+Skills.pdf.

Sorby, Sheryl A., und Beverly J. Baartmans. 2000. «The Development and Assessment of a Course for Enhancing the 3-D Spatial Visualization Skills of First Year Engineering Students». Journal of Engineering Education 89 (3): 301–7. https://doi.org/10.1002/j.2168-9830.2000.tb00529.x.

Sutherland, Ivan E. 1968. «A Head-Mounted Three Dimensional Display». In AFIPS ’68 (Fall, Part I): Proceedings of the December 9–11, 1968, Fall Joint Computer Conference, Part I, 757–64. San Francisco, California: ACM Press. https://doi.org/10.1145/1476589.1476686.

Wade, Suzanne E. 1993. «How Interest Affects Learning from Text». In The Role of Interest in Learning and Development, herausgegeben von K. Ann Renninger, Suzanne Hidi, und Andreas Krapp, 27–41. New York: Psychology Press. https://doi.org/10.4324/9781315807430.

Webster, Rustin. 2016. «Declarative Knowledge Acquisition in Immersive Virtual Learning Environments». Interactive Learning Environments 24 (6): 1–15. https://doi.org/10.1080/10494820.2014.994533.

Wilde, Matthias, Katrin Bätz, Anastassiya Kovaleva, und Detlef Urhahne. 2009. «Überprüfung einer Kurzskala intrinsischer Motivation (KIM)». Zeitschrift für Didaktik der Naturwissenschaften 15: 31–45. https://archiv.ipn.uni-kiel.de/zfdn/pdf/15_Wilde.pdf.

Wu, Bian, Xiaoxue Yu, und Xiaoqing Gu. 2020. «Effectiveness of immersive virtual reality using head-mounted displays on learning performance: A meta-analysis». British Journal of Educational Technology 51 (6): 1991-2005. https://doi.org/10.1111/bjet.13023.