Abstract

Immersive 360-degree video has become a new learning resource because of its immersive sensory experience. This study examined the effects of textual and visual cues on learning and attention in immersive 360-degree video by using eye-tracking equipment integrated in a virtual reality head-mounted display. Participants (n = 110) were randomly assigned to one of four conditions: (1) no cues, (2) textual cues in the initial field of view (FOV), (3) textual cues outside the initial FOV, and (4) textual cues outside the initial FOV + visual cues. The results showed that the cues (annotations or annotations + arrows) helped learners achieve better learning outcomes and spend more time focusing on the areas with cues. In addition, the study found a serious imbalance in the distribution of learners’ attention in each region of the video. The attention directed to textual cues in the initial FOV is much higher than the attention directed to textual cues outside the initial FOV. Adding visual cues can effectively direct attention to textual cues outside the initial FOV and alleviate the imbalance of attention distribution. Consequently, adding cues to immersive 360-degree video can be an appropriate approach to promote learning and guide attention in immersive 360-degree video learning environments. This study provided new insights into the design and development of immersive 360-degree video instructional resources.

Highlights

  • Virtual reality (VR) can create an immersive three-dimensional interactive virtual environment

  • We assumed that the signal principle based on the Cognitive Theory of Multimedia Learning (CTML) was applicable to the immersive 360-degree video learning environment and assumed that whether the cues were in the initial field of view (FOV) would have different effects on learning and attention

  • We explored the effects of cues on learning outcomes and attention allocation in an immersive 360-degree video learning environment

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Summary

Introduction

Virtual reality (VR) can create an immersive three-dimensional interactive virtual environment. As a new learning tool, VR is increasingly used in education (Radianti et al, 2020). Immersive 360degree video, which is a new type of video based on VR technology, possesses great application potential in education. Immersive 360-degree video differs very much from traditional video with regard to experience. There are few relevant studies on the impact of these differences on cognition. As in other VR environments, the presentation of information in immersive 360-degree video is (as in traditional multimedia) mainly through spoken words and animation (Parong and Mayer, 2018). The CTML may provide a theoretical basis for us to study cognition in an immersive 360-degree video learning environment. In a VR learning environment, due to the increase in visual range and interactivity, information capacity

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