The Effects of Spatial
Presence on Learning Outcomes in Virtual Learning Environments
Nancy Wood, Doctoral Student
Department of Educational Psychology
College of Education and Human Development
Texas A&M University
College Station, TX 77843-4225
e-mail: nancy-wood@sbcglobal.net
Lauren Cifuentes, PhD, Associate Professor
Department of Educational Psychology
College of Education and Human Development
Texas A&M University
College Station, TX 77843-4225
Abstract
Virtual worlds like Second Life hold complex
possibilities for creating instructional messages. Mayer’s multimedia learning theory (2001), and Spiro’s 1995 cognitive flexibility theory frame
my proposal to compare learning outcomes achieved by students who use a VR tutorial
with outcomes achieved by students who use a paper based version.
In virtual reality, spatial presence is the sense of
“being there” accomplished through graphics and interactivity. Interactivity is
important in helping users build mental models and connect them to existing
knowledge. My proposed research will study the effects of spatial presence in
virtual reality on retention and transfer of learning.
The Effects of Spatial Presence on Learning Outcomes
in Virtual Reality
Summary of Research in Progress
Statement
of the Problem
Recently, web
based 3-D virtual worlds have been developed that can be accessed and edited from
anywhere using ordinary desktop computers. Virtual worlds create new and complex
possibilities for creating instructional messages. Second Life is one of the
better known virtual worlds being used by educators. Dozens of colleges and
universities have established presences in Second Life. These include virtual
campuses and classrooms, simulations, tutorials, exhibits, quizzes, games, collaborative
projects and faculty offices.
With the
introduction of new technologies, comes the need for research into how to use
them effectively in education. Second Life has a unique array of affordances
and opportunities for interactivity allow a much wider range of user and
program controls than other forms of multimedia. In Second Life, the user can
inspect virtual objects from many angles, create, interact with or edit
objects, experience video and audio, receive text messages, and interact with
other users in real time. Pedagogical and design frameworks for use of this
medium in formal education have not yet emerged.
Most educational programs in virtual worlds are designed around constructivist learning theories. That is, that deep learning is achieved through active student involvement in the learning process. Mayer’s multimedia learning theory (2001) and Spiro’s 1995 cognitive flexibility theory are two approaches to constructivist learning that are applicable to learning in virtual worlds. Spiro’s theory offers a set of principal recommendations for the development of instructional hypertext programs to promote successful learning of difficult subject matter. Mayer’s theory is based upon dozens of empirical studies measuring the effectiveness of various multimedia affordances on retention and transfer of learning. These affordances include text, audio, animation, interactivity and time. Virtual worlds have an additional affordance that the literature calls “presence”. Presence is the users’ feeling of “being there”. The purpose of my research is to determine the effects of spatial presence, the sense of being there accomplished through graphics and interactivity; on retention and transfer of learning.
Significance
of the study
Presence is
important in virtual worlds to accomplish learning goals (Jacobson, 2001) and
is reported to have positive effects on students’ perceptions of the course
communications and relevance. The interactive element of spatial presence is
important in helping users build mental models and connect them to existing
knowledge. Chittaro and Ranon’s 2007 survey of virtual learning environments
found that some of the most successful programs allowed users to study subject
matter from multiple viewpoints.
Cognitive
flexibility theory states that learners assemble existing knowledge flexibly to
fit the needs of a new problem (Spiro et
al., 1995). Virtual reality is ideally suited for promoting cognitive
flexibility because of its flexible affordances for multiple simultaneous
representations of content. Do the flexible affordances that create a sense of
spatial presence also help the learner assemble knowledge flexibly to learn to solve
ill-structured problems? Some researchers have noted increased abstract
thinking and innovative problem-solving skills in learners who used virtual
learning programs. Literature supporting this view will be discussed in my
presentation.
Description
of the proposed methods and procedures
My research
project will compare learning outcomes achieved by students who use a virtual
reality tutorial in Second Life with the learning outcomes achieved by students
who use a paper based version of the same tutorial. In response to the need for
instructional designers and educators who can generate unified instructional
messages, I (with my advisor Dr. Lauren Cifuentes) am designing and developing
an environment in Second Life for teaching graphic principles of unity,
contrast, and emphasis for instructional message design, and the corresponding
paper version. We call the tutorial “Unity,
Contrast, and Emphasis”. The module
will be used to teach basic concepts of visual design such as unity, emphasis,
and balance to college level students.
The research will
use mixed methods of analysis, including empirical analysis of scores on
pre-treatment and post treatment designs created by the participants, and a
descriptive analysis summarizing the graders’ comments on the participants’
designs. The graders will not know which group’s designs they are evaluating,
paper or virtual reality.
Students will
create instructional graphic messages before, during and after completing the
tutorial. Design assignments will be similar to those
used in existing face to face or web based courses. The learners will
complete 7 hands-on visual design assignments during the course of the lesson. Their
designs will be scored by two or three college professors who typically
evaluate these types of designs in classes that they teach. Numerical scores will
be assigned based on how well the designs meet specific criteria. For example
the criteria “contrast is used to create emphasis that hierarchically
directs the viewer to the important parts of the message” might earn up to 30 points on a 100 point scale. Graders’ will summarize the effectiveness of
the design and areas needing improvement in written comments. These subjective
comments on the designs will be analyzed qualitatively.
References
Chittaro, L. and R. Ranon (2007). Web3D technologies in learning,
education and training: Motivations, issues, opportunities: Computers &
Education. Vol 49(1), Aug 2007
Jacobson, D. (2001). Presence revisited: Imagination, competence, and
activity in text-based virtual worlds: Cyber Psychology & Behavior. Vol
4(6), Dec 2001,
Mayer, R. M. (2001). Multimedia Learning. Cambridge:
Cambridge University Press.
Spiro, R.J. Feltovich, P.J., Jacobson, M.J., & Coulson,
R.L. (1995). Cognitive flexibility, constructivism, and hypertext: Random
access instruction for advanced knowledge acquisition in ill-structured
domains. Hillsdale, NJ: Lawrence Erlbaum Associates.