TY - JOUR
T1 - Mobile Virtual Reality as an Educational Platform: A Pilot Study on the Impact of Immersion and Positive Emotion Induction in the Learning Process
AU - Olmos-Raya, Elena
AU - Ferreira-Cavalcanti, Janaina
AU - Contero, Manuel
AU - Castellanos, M. Concepción
AU - Giglioli, Irene Alice Chicchi
AU - Chicchi Giglioli, Irene Alice Margherita
AU - Alcañiz, Mariano
PY - 2018
Y1 - 2018
N2 - The purpose of this study is to evaluate the influence of emotional induction and level of immersion on knowledge acquisition and motivation. Two conditions were used for immersion modulation: a high immersive condition, which consisted of the viewing of educational content through a head-mounted-display; and a low immersive condition, which was achieved through direct viewing on a tablet. The emotional conditions, created through video simulation, consisted of a positive versus neutral mood induction procedure. The participants were 56 high school students enrolled on a social science course. The results indicate a significant effect of the positive emotion/high immersive condition in knowledge acquisition while positive emotion induction had a positive effect on the interest subscale of the motivation assessment tool used for both immersive conditions.
AB - The purpose of this study is to evaluate the influence of emotional induction and level of immersion on knowledge acquisition and motivation. Two conditions were used for immersion modulation: a high immersive condition, which consisted of the viewing of educational content through a head-mounted-display; and a low immersive condition, which was achieved through direct viewing on a tablet. The emotional conditions, created through video simulation, consisted of a positive versus neutral mood induction procedure. The participants were 56 high school students enrolled on a social science course. The results indicate a significant effect of the positive emotion/high immersive condition in knowledge acquisition while positive emotion induction had a positive effect on the interest subscale of the motivation assessment tool used for both immersive conditions.
KW - Emotion induction
KW - Head-mounted display
KW - Immersion
KW - Knowledge acquisition
KW - Motivation
KW - Emotion induction
KW - Head-mounted display
KW - Immersion
KW - Knowledge acquisition
KW - Motivation
UR - http://hdl.handle.net/10807/268316
U2 - 10.29333/ejmste/85874
DO - 10.29333/ejmste/85874
M3 - Article
SN - 1305-8215
VL - 14
SP - N/A-N/A
JO - Eurasia Journal of Mathematics, Science and Technology Education
JF - Eurasia Journal of Mathematics, Science and Technology Education
ER -