Abstract
Immersive virtual reality (IVR) is being incorporated into education, but not all learners have expertise in using this technology. As such, this research examined whether pre-training in IVR can reduce the novelty of this technology and enhance learning from IVR lessons and understand the role of individual differences in managing incoming information (i.e., executive function) and capacity for holding information (i.e., working memory capacity) in learning from an IVR lesson. Participants were split into two conditions; half of the participants played a game in IVR to become knowledgeable about IVR technology and the other half did not play this game. All participants then learned a lesson in IVR, took a posttest, and completed working memory tasks. The results showed that playing the game prior to learning in IVR did not change the learners’ experience of distraction or their learning outcome, indicating that IVR game-playing was not an effective form of pre-training. Additionally, several measures of executive function and working memory capacity were correlated with posttest performance, indicating that students with better executive function learn better with distracting media such as IVR, regardless of pre-training. Theoretical and practical implications are discussed.
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No potential conflict of interest was reported by the author(s).
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Notes on contributors
Alyssa P. Lawson
Alyssa P. Lawson is a Research Associate at Landmark College Institute for Research and Training. Her research focus is on understanding cognitive aspects of learning and how to best incorporate technology into instruction. Additionally, she is interested in developing strategies to support a variety of learners in learning with technology.
Richard E. Mayer
Richard E. Mayer is Distinguished Professor in the Department of Psychological and Brain Sciences at the University of California, Santa Barbara. His research interests include multimedia learning, computer-based instruction, game-based learning, learning in virtual reality, and learning with online pedagogical agents.