Engaging university students in a library guide through wearable spherical video-based virtual reality: effects on situational interest and cognitive load

This study aimed to investigate differences in students' situational interest (exploration intention, instant enjoyment, novelty, attention demand, challenge, and total interest) and cognitive load (intrinsic, extraneous, and germane) of VR-guide and map-guide groups in a university library. Th...

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Bibliographic Details
Published inInteractive learning environments Vol. 29; no. 8; pp. 1272 - 1287
Main Authors Lin, Hota Chia-Sheng, Yu, Shih-Jou, Sun, Jerry Chih-Yuan, Jong, Morris Siu Yung
Format Journal Article
LanguageEnglish
Published Abingdon Routledge 17.11.2021
Taylor & Francis Ltd
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Summary:This study aimed to investigate differences in students' situational interest (exploration intention, instant enjoyment, novelty, attention demand, challenge, and total interest) and cognitive load (intrinsic, extraneous, and germane) of VR-guide and map-guide groups in a university library. The VR-guide group used wearable spherical video-based virtual reality (SVVR) devices, while the map-guide group used tablets to learn the functions of the library. Both groups completed a prior knowledge test, field tasks, a situational interest scale, and a cognitive load scale. The results show that, in comparison with the use of the map-guide, the wearable VR-guide could yield a higher degree of "Novelty" and "Challenge" (in the situational interest dimension), as well as higher germane cognitive load. This study reveals that harnessing SVVR in learning and teaching has a positive impact on university students. The educational use of SVVR has good potential for transforming students' way of learning, improving traditional learning, and enhancing students' understanding of content and learning motivation.
ISSN:1049-4820
1744-5191
DOI:10.1080/10494820.2019.1624579