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Bridging the Headset : Engagement, Collaboration and Learning In and Around Virtual Reality

Tärning, Betty LU ; Gulz, Agneta LU and Nirme, Jens LU (2024) In Presence
Abstract (Swedish)
To study engagement and learning we developed an asymmetric collaborative version of an existing VR-experience about environmental sustainability, enabling student teams of three, with only one wearing a headset at any time, to collaborate in three different virtual reality subgames. We compared this collaborative version to a non-collaborative version in a between-subjects experimental study (n = 20), finding that student teams using the collaborative version interacted to a larger extent while performing the subgames. The students in these teams self- reported a higher level of engagement, and observations suggested that interactions extended beyond necessary instructions. We did not find any significant differences when it comes to... (More)
To study engagement and learning we developed an asymmetric collaborative version of an existing VR-experience about environmental sustainability, enabling student teams of three, with only one wearing a headset at any time, to collaborate in three different virtual reality subgames. We compared this collaborative version to a non-collaborative version in a between-subjects experimental study (n = 20), finding that student teams using the collaborative version interacted to a larger extent while performing the subgames. The students in these teams self- reported a higher level of engagement, and observations suggested that interactions extended beyond necessary instructions. We did not find any significant differences when it comes to learning measured by scores on pre- and post-knowledge tests, but quantitative analysis of responses indicates that the VR-experience affected students overall and a qualitative analysis of an open question suggested a particular effect on the collaborative teams. Logged performance data indicated that collaborative teams managed to solve the tasks involved in the subgames at least as efficiently as the teams using the non-collaborative version. (Less)
Please use this url to cite or link to this publication:
author
; and
organization
publishing date
type
Contribution to journal
publication status
epub
subject
in
Presence
pages
44 pages
publisher
MIT Press
ISSN
1054-7460
DOI
10.1162/pres_a_00420
language
English
LU publication?
yes
id
8e6f422c-5add-4708-a300-cf489a9852e1
date added to LUP
2024-04-08 10:52:03
date last changed
2024-04-11 15:55:22
@article{8e6f422c-5add-4708-a300-cf489a9852e1,
  abstract     = {{To study engagement and learning we developed an asymmetric collaborative version of an existing VR-experience about environmental sustainability, enabling student teams of three, with only one wearing a headset at any time, to collaborate in three different virtual reality subgames. We compared this collaborative version to a non-collaborative version in a between-subjects experimental study (n = 20), finding that student teams using the collaborative version interacted to a larger extent while performing the subgames. The students in these teams self- reported a higher level of engagement, and observations suggested that interactions extended beyond necessary instructions. We did not find any significant differences when it comes to learning measured by scores on pre- and post-knowledge tests, but quantitative analysis of responses indicates that the VR-experience affected students overall and a qualitative analysis of an open question suggested a particular effect on the collaborative teams. Logged performance data indicated that collaborative teams managed to solve the tasks involved in the subgames at least as efficiently as the teams using the non-collaborative version.}},
  author       = {{Tärning, Betty and Gulz, Agneta and Nirme, Jens}},
  issn         = {{1054-7460}},
  language     = {{eng}},
  publisher    = {{MIT Press}},
  series       = {{Presence}},
  title        = {{Bridging the Headset : Engagement, Collaboration and Learning In and Around Virtual Reality}},
  url          = {{http://dx.doi.org/10.1162/pres_a_00420}},
  doi          = {{10.1162/pres_a_00420}},
  year         = {{2024}},
}