Abstract

The highly immersive Virtual reality (VR) headset is gaining popularity in multiple application domains. In the context of learning, it has been proposed to be beneficial by increasing presence and attention in noisy and distracting environments, both factors that are considered important for learning. Despite intensified research efforts in recent years, empirical knowledge of experimental research addressing the link between presence and learning in specific environmental contexts is still rather scarce. In this study following an experimental mixed-method approach, the link between presence and memorization as a particular form of learning is addressed by comparing memorization with a highly immersive VR headset to a less immersive system (desktop screen) in noisy and calm learning environments. Using a 2 (learning location) x 2 (learning device) between-subjects design, 63 participants interacted with one of the two devices in either of the two environments. As expected, VR headset users reported higher presence levels. While participants subjectively evaluated the VR headset as a better device for learning, the memorization test scores were higher for desktop screen users in both calm and noisy environments. Learning location did not show significant effects. Attention distraction and context-dependent learning are discussed with regard to the unexpected results, while implications for practice and future research are discussed.

Highlights

  • In the past few years, a new trend has emerged in line with the commercialization of a new device, allowing for complete immersion in a virtual world (Lombard, 2016; Skarredghost, 2017)

  • Evidence of this study indicates that highly immersive Virtual reality (VR) may not always be beneficial for memorization, despite the higher level of perceived presence experienced by students using the VR headset and despite the fact that students are isolated from noisy and distracting environments

  • These results suggest that the link between presence and memorization with highly immersive devices is not as strong as often expected

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Summary

Introduction

In the past few years, a new trend has emerged in line with the commercialization of a new device, allowing for complete immersion in a virtual world (Lombard, 2016; Skarredghost, 2017). Virtual reality (VR) technology is opening up a plethora of new opportunities It is being used in exposure therapy (Price and Anderson, 2007; Parsons and Rizzo, 2008), treatment of addiction, and posttraumatic stress disorder (Beck et al, 2007; Baños et al, 2011), military training (Rizzo et al, 2011), medical training (Piedra et al, 2016; Rahm et al, 2016), museums (Sylaiou et al, 2010), tourism (Huang et al, 2016; Potdevin et al, 2021), and other domains (Merchant et al, 2014).

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