Abstract

Virtual Reality (VR) technology seems to offer the opportunity of designing 3D worlds and navigation activities which provide settings that are close to children's everyday experiences, capitalising on their enthusiasm for videogame-like technologies. This paper describes how different types of exploration of a VR scene by 6[emsp4 ]y-old children affected their performance in a series of spatial tasks. Individual children explored a desktop virtual world where we varied both the visual perspective on the VR scene (route vs. survey view) and the level of exploration control (active vs. passive movement). We measured children's knowledge of the spatial layout of the environment through their memory of objects' location in the virtual scene and through the analysis of their wayfinding abilities within the scene. The results indicate that children were able to develop and display different levels of allocentric knowledge about the virtual world depending on the way they had familiarized with it and on the characteristics of the task demands. This finding contributes to inform the design of VR technologies aimed at supporting or evaluating spatial abilities in children of this age.

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