TY - GEN
T1 - Using Immersive Virtual Reality to Explore the Learning Performance and Cognitive Load of Students in STEAM Electronic Circuits Learning
AU - Cheng, Yu Ping
AU - Lai, Chin Feng
AU - Cheng, Shu Chen
AU - Huang, Yueh Min
N1 - Publisher Copyright:
© 2022, The Author(s), under exclusive license to Springer Nature Switzerland AG.
PY - 2022
Y1 - 2022
N2 - In the recent era applying advanced emerging technologies to educational issues has become a subject for wide discussion, also students have a high scope to obtain much more learning experience and resources through these exclusive technologies. Many such studies have used this immersive virtual reality to explore the feasibility of STEAM education for their students. However, learning activities through immersive virtual reality may have some negative effects as well, indeed which may indirectly reduce student learning performance. Therefore, this study has built an extremely realistic virtual reality system to present the materials of electronic circuits. The students can make use of immersive virtual reality devices and handheld sensing devices to operate and practice the electronic circuit learning tasks in a virtual learning environment. In addition, this study has recruited 20 students to have an investigation on the effect of immersive virtual reality on learning performance and cognitive load in electronic circuit learning. According to this result, the experimental group using the virtual reality system for STEAM learning activities can significantly have an emerging improvement in the learning performance. Additionally, the cognitive load of the experimental group was also lower than that of the control group in the process of STEAM learning activities.
AB - In the recent era applying advanced emerging technologies to educational issues has become a subject for wide discussion, also students have a high scope to obtain much more learning experience and resources through these exclusive technologies. Many such studies have used this immersive virtual reality to explore the feasibility of STEAM education for their students. However, learning activities through immersive virtual reality may have some negative effects as well, indeed which may indirectly reduce student learning performance. Therefore, this study has built an extremely realistic virtual reality system to present the materials of electronic circuits. The students can make use of immersive virtual reality devices and handheld sensing devices to operate and practice the electronic circuit learning tasks in a virtual learning environment. In addition, this study has recruited 20 students to have an investigation on the effect of immersive virtual reality on learning performance and cognitive load in electronic circuit learning. According to this result, the experimental group using the virtual reality system for STEAM learning activities can significantly have an emerging improvement in the learning performance. Additionally, the cognitive load of the experimental group was also lower than that of the control group in the process of STEAM learning activities.
UR - http://www.scopus.com/inward/record.url?scp=85138008588&partnerID=8YFLogxK
UR - http://www.scopus.com/inward/citedby.url?scp=85138008588&partnerID=8YFLogxK
U2 - 10.1007/978-3-031-15273-3_12
DO - 10.1007/978-3-031-15273-3_12
M3 - Conference contribution
AN - SCOPUS:85138008588
SN - 9783031152726
T3 - Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)
SP - 107
EP - 116
BT - Innovative Technologies and Learning - 5th International Conference, ICITL 2022, Proceedings
A2 - Huang, Yueh-Min
A2 - Cheng, Shu-Chen
A2 - Barroso, João
A2 - Sandnes, Frode Eika
PB - Springer Science and Business Media Deutschland GmbH
T2 - 5th International Conference on Innovative Technologies and Learning, ICITL 2022
Y2 - 29 August 2022 through 31 August 2022
ER -