1. Desktop‐based virtual reality social platforms versus video conferencing platforms for online synchronous learning in higher education: An experimental study to evaluate students' learning gains and user experience.
- Author
-
Di Natale, Anna Flavia, Repetto, Claudia, and Villani, Daniela
- Subjects
- *
SOCIAL media , *REPEATED measures design , *SCALE analysis (Psychology) , *COMPUTERS , *T-test (Statistics) , *DATA analysis , *GRADUATE students , *QUESTIONNAIRES , *INTERVIEWING , *DESCRIPTIVE statistics , *EMOTIONS , *MANN Whitney U Test , *VIRTUAL reality , *EXPERIENCE , *STUDENTS , *EXPERIMENTAL design , *SURVEYS , *VIDEOCONFERENCING , *ACADEMIC achievement , *ONLINE education , *CONCEPTUAL structures , *RESEARCH methodology , *STATISTICS , *MASTERS programs (Higher education) , *LEARNING strategies , *COMPUTER assisted instruction , *PSYCHOLOGY of college students , *USER-centered system design , *COMPARATIVE studies , *DATA analysis software , *PSYCHOSOCIAL factors , *USER interfaces - Abstract
Background: Online synchronous learning in higher education frequently struggles to overcome the social presence gap, resulting in dissatisfaction and poor learning outcomes. Objectives: This study examined the effectiveness of desktop‐based virtual reality (VR) social platforms compared to video conferencing (VC) platforms in enhancing students' learning gains and experiences in online synchronous learning. Methods: The study used a within‐subject design, involving 34 college students in two online lecture modules, one via a VR social platform and another through a VC platform. Knowledge assessments occurred pre‐ and post‐modules and after 1 week. Students also completed post‐module questionnaires to evaluate their learning experience, in terms of social presence, easiness of use and perceived emotions. In‐depth interviews provided further insights into their experiences with both platforms. Results: The study showed that using VR social platforms for online synchronous learning enhanced immediate knowledge, especially in students less interested in the content, yet it did not notably impact long‐term knowledge retention. Despite no significant findings in social presence from questionnaires, interviews indicated that the VR's heightened interactivity might be offset by the effect of not seeing others' real appearances in promoting social presence. Furthermore, the VC platform was found to be easier to use, attributed to its familiarity and user‐friendliness. Finally, students experienced increased fun, awe and interest, along with reduced boredom, when using the VR social platform. Conclusion: The findings highlight the potential of VR to enrich online learning while underscoring the need for effective strategies facilitating a smooth integration into educational settings. Lay Description: What is currently known about this topic: Social presence is crucial in online learning.VC platforms may fail to efficiently bridge the social presence gap.VR social platforms can enhance students' experience in online education. What does this paper add: Compares VR and VC effects on learning gains and experiences.Highlights VR's potential to boost immediate knowledge gains.Reveals VR's benefits for emotional engagement. Implications for practice or policy: Suggests integrating VR for more engaging online education.Underlines the need for user‐friendly VR technology.Advocates for training to maximize VR's educational benefits. [ABSTRACT FROM AUTHOR]
- Published
- 2024
- Full Text
- View/download PDF