Abstract
Virtual reality (VR) not only expands the learning field and enriches the learning experience, but also provides an effective presentation for scarce educational resources. However, because VR mainly depends on image processing technology, its application in the field of education mostly stays at the level of knowledge observation, and many challenges are gradually exposed, such as untimely interaction and weak sense of existence. In recent years, haptics has gradually become the development frontier of human-computer interaction, breaking through the limitation of single visual stimulation of VR to a great extent. Some researchers began to explore the teaching mode of VR with haptics, in order to mobilize learners' multi-sensory stimulus responses such as hearing, touch, force and movement, and enhance learners' on-the-spot experience and flow experience. In order to deeply explore the effectiveness of VR with haptics in teaching and explore the regulatory variables affecting this teaching method, 1646 academic papers published from 2010 to 2020 were screened based on WOS and Scopus databases. After meta-analysis of 50 selected research data, it is found that: (1) from the perspective of overall effect, VR with haptics can significantly improve learners' learning performance and efficiency; (2) Through the analysis of the effects of three regulatory variables, it is found that VR with touch has a positive impact on learning performance; VR with haptics has a positive impact on learning efficiency, especially for learners who have no previous learning experience and take practical skills as their learning goal for a long time. This discovery provides an important data reference for building an effective 'virtual reality with haptics' teaching scene.
Original language | English |
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Title of host publication | Proceedings of 2022 8th International Conference of the Immersive Learning Research Network (iLRN) |
Editors | Andreas Dengel, Marie-Luce Bourguet, Daniela Pedrosa, James Hutson, Kai Erenli, Daphne Economou, Anasol Pena-Rios, Jonathon Richter |
Publisher | IEEE, Institute of Electrical and Electronics Engineers |
Number of pages | 7 |
ISBN (Electronic) | 9781734899535 |
ISBN (Print) | 9781665482837 (Print on demand) |
DOIs | |
Publication status | Published - 2022 |
Event | 8th International Conference of the Immersive Learning Research Network, iLRN 2022 - Virtual, Vienna, Austria Duration: 30 May 2022 → 04 Jun 2022 https://www.immersivelrn.org/ilrn2022/home/ (Conference website) http://www.wikicfp.com/cfp/servlet/event.showcfp?eventid=149725/1000 (Call for papers) |
Publication series
Name | Proceedings of 2022 8th International Conference of the Immersive Learning Research Network, iLRN 2022 |
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Conference
Conference | 8th International Conference of the Immersive Learning Research Network, iLRN 2022 |
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Abbreviated title | DISRUPTION, INNOVATION & RESILIENCY: becoming an inclusive & robust global community for immersive learning |
Country/Territory | Austria |
City | Vienna |
Period | 30/05/22 → 04/06/22 |
Other | The 8th International Conference of the Immersive Learning Research Network (iLRN 2022) will be an innovative and interactive gathering for a flourishing global network of researchers and practitioners collaborating to develop the scientific, technical, and applied potential of immersive learning. It is the premier scholarly event focusing on advances in the use of virtual reality (VR), augmented reality (AR), mixed reality (MR), and other extended reality (XR) technologies to support learners across the full span of learning—from K-12 through higher education to work-based, informal, and lifelong learning contexts. Following two years of innovative fully online and in-VR conferences, this year’s conference will, for the first time, offer a hybrid experience with two days of presentations and activities on the iLRN Virtual Campus, powered by VirBELA, followed by three days on location in Vienna, Austria. Scholars and professionals working from informal and formal education settings as well as those representing diverse industry sectors are invited to participate in the conference, where they may share their research findings, experiences, and insights; network and establish partnerships to envision and shape the future of XR and immersive technologies for learning; and contribute to the emerging scholarly knowledge base on how these technologies can be used to create experiences that educate, engage, and excite learners. |
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