The Impact of Immersive Virtual Reality on Knowledge Acquisition and Adolescent Perceptions in Cultural Education
<p>Indicative examples of the gamified assessment scenarios.</p> "> Figure 2
<p>Comparative view of the real (<b>left frame</b>) and the virtual (<b>right frame</b>) representation of the castle’s gate.</p> "> Figure 3
<p>Overview of the research design procedures.</p> "> Figure 4
<p>Photographs taken during the experimental session (<b>upper frame</b>) and the respective data collection phases (<b>lower frame</b>).</p> "> Figure 5
<p>The distribution of the quiz scores (pre–post-test).</p> ">
Abstract
:1. Introduction
1.1. Motivation of the Study
1.2. Virtual Reality in Cultural Education
2. Methods
2.1. Theoretical Frameworks
2.1.1. Cognitive Load Theory
2.1.2. Technology Acceptance Model
2.1.3. Theory of Flow
2.2. Technical Design
2.2.1. System Architecture
2.2.2. Gamification
2.3. Instructional Design
- the iconic ‘Main Gate’ which serves as an entryway into the castle’s rich history;
- the ‘Palace of the Despots’, an emblematic structure echoing tales of past rulers;
- the ‘Chapel of All Saints’, representing the religious significance of the castle over the course of time;
- and the castle’s ‘Acropolis’, showcasing the zenith of its defensive architecture.
- Participants begin their journey at the “castle’s main gate” where they are introduced to the historical context through voice narrations. For the completion of this stage the users are required to complete a ‘hangman’ challenge which examines the retention of generic information related to the castle’s founding history.
- The next station is “Xenia’s Prison”, a remarkable example of modernist architecture, nestled beside the historical castle of Rta, on the grounds of what was once an ancient fortress. Following the completion of the historical narrative, a picture-based puzzle game is presented to the users. Progression to the next stage requires that the user successfully places all the puzzle pieces together in order to virtually reconstruct the build.
- The exploration continues with the “Palace of the Despots”, situated within the precincts of the castle. This architectural marvel dates back to the Byzantine period and served as the administrative and residential hub for the rulers of the Despotate of Epirus. As in the previous cases, this stage also includes storytelling narratives. However, the interplay within this level is further enhanced by enabling users to interact with 3D models of the knights, who symbolise different ruling families of the castle, in order to learn about the history of the past dynasties.
- The journey continues at the “north side” of the castle, which is built upon the ancient Ambrakia, one of the most important cities of ancient Greece. As users traverse this sector, they are immersed in the rich tapestry of Ambrakia’s history—from its founding to its role in various historical epochs. Following the historical overview, participants are then presented with a multiple-choice quiz designed to test their knowledge retention. This part concludes the virtual tour of the inner area of the castle and moves the users to the exterior grounds.
- As the virtual tour transitions to the castle’s exterior, an insightful outlook is offered regarding the historical and cultural significance of the “Chapel of All Saints”, situated within the castle’s grounds. The chapel serves as a silent witness to the castle’s long history, embodying the religious devotion and artistic expression of the eras it has survived. The narration enriches the visitors’ understanding of the chapel’s role through the centuries, its architectural features, and its importance to the community. To engage users further and consolidate their learning, a matching game is introduced, requiring participants to pair images of the chapel and other significant artifacts with their respective historical dates.
- The VR experience culminates at the outskirts of the castle, where users are tasked with correctly matching points of interest to corresponding photographs. Upon the successful completion of this task, they receive commendation and are offered the option to ‘immortalise’ their names on the custom leaderboard. This final quiz marks the end of the virtual journey through the Castle of Rta and its associated landmarks.
2.4. Research Design
- Pre-intervention stage: Before the VR educational session, each participant underwent though a preliminary knowledge assessment and completed a self-reported psychometric instrument. The knowledge assessment quiz (herein referred to as the “pre-test”) comprised questions intended to gauge participants’ existing knowledge of the cultural subjects in question (Appendix A). Likewise, to gauge their preconceptions of the use of VR in education, a preliminary survey was administered (Appendix B). These baseline assessments provided a clearer understanding of each participant’s initial academic standing as well as their preconceptions and attitudes toward educational VR.
- Intervention stage: Participants were equipped with VR headsets (Oculus Quest 2) and engaged with the VR experience for approximately 20 min.
- Post-intervention stage: After the completion of the VR experience, participants’ knowledge was evaluated once again using a knowledge assessment form, identical to the one used in the pre-intervention stage, with the aim to detect any changes in knowledge comprehension (Appendix B). To mitigate the effects of rote memorisation and counterbalance any potential order-related biases, the sequence of the questions was randomised as recommended by [47]. Additionally, a post-intervention psychometric survey was administered to explore participants’ reception of the VR intervention.
2.5. Data Collection
2.5.1. Psychometric Instruments
- Satisfaction (α = 0.86): These items were evaluated the extent of satisfaction experienced by learners in previous encounters with VR applications. Positive prior experiences can enhance learners’ motivation and diminish the cognitive load associated with negative emotions.
- Anxiety (α = 0.82): These items identified potential stress levels encountered by learners in prior engagements with VR applications. Elevated anxiety can increase extraneous cognitive load, thereby impeding the learning process.
- Willingness (α = 0.64): These items assessed learners’ readiness to participate in VR-based learning environments. Increased willingness can reduce the cognitive load associated with resistance to new technologies.
- The post-intervention survey, inspired by the work of [49], aimed at measuring factors relevant to cognitive load after the VR experience:
- Presence (α = 0.8): These items assessed the level of immersion, noting that a heightened sense of presence can diminish the extraneous cognitive load by minimising distractions.
- Enjoyment (α = 0.87): These items measured the level of pleasure derived from the experience, which, as previously mentioned, can have a positive effect on cognitive load.
- Perceived Usefulness (α = 0.84): These items evaluated the extent to which VR was deemed to be helpful for learning, observing that perceived usefulness can alleviate the cognitive load associated with mastering a new tool.
- Perceived Realism (α = 0.84): These items gauged the authenticity felt during the VR experience, indicating that greater realism can reduce the cognitive load by lessening the distractions attributable to the simulation’s artificiality.
- Adequacy of Educational Material (α = 0.85): These items probed the quality of the content, with the understanding that well-crafted content can lower the extraneous cognitive load by simplifying information processing.
- Perceived Ease of Use (α = 0.84): These items investigated the technology’s user-friendliness, suggesting that the ease of use can decrease the extraneous cognitive load associated with navigational difficulties.
- Incentive (α = 0.85): These items evaluated the motivational impact on learning, positing that a strong motivation can counterbalance the cognitive load presented by complex materials.
2.5.2. Academic Performance
- Historical figures and rulers: There were questions focusing on key individuals and monarchs who played pivotal roles in the past.
- Geographical locations: There were questions about significant places, regions, and landmarks.
- Historical events and periods: There were questions centred on major occurrences and eras that shaped history.
- Structures and architecture: There were questions about prominent buildings, structures, and the principles of their designs.
- Military and occupation history: There were questions about important battles, military strategies, and periods of occupation or colonisation.
2.6. Data Analysis
3. Results
3.1. Demographics
3.2. Academic Performance
3.3. Instructional Experience
3.3.1. Perceptions and Preconceptions toward Educational Virtual Reality
3.3.2. Evaluation of the VR Instructional Experience
3.3.3. Evolving Attitudes before and after the Intervention
4. Discussion
5. Conclusions
6. Limitations and Recommendations for Future Research
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Acknowledgments
Conflicts of Interest
Appendix A
- A.
- Historical figures and rulers
- 1.
- Who was the founder and first ruler of the so-called “Despotate of Epirus”?
- 2.
- In the year 1318, the city of Arta and the castle came under the rule of Carlo I Tocco?
- B.
- Geographical locations
- 1.
- Where is the Castle of Arta located?
- 2.
- When did Arta and its castle surrender to the Ottoman Empire?
- C.
- Historical events and periods
- 1.
- In the 13th–14th centuries, Arta was attacked only by Byzantine rulers?
- 2.
- In 1736 and 1737, the city of Arta was hit by plague epidemics?
- D.
- Structures and architecture
- 1.
- Are there parts of the ancient defensive wall of Amvrakia incorporated into the structure of the Castle to this day?
- 2.
- When was the Xenia Hotel built?
- E.
- Military and occupation history
- 1.
- How many times was the Castle of Arta occupied?
- 2.
- Who expanded, fortified, and upgraded the Castle of Arta to its present form?
Appendix B
- A.
- Preliminary survey
- C1.
- Satisfaction
- 1.
- I enjoy the lessons instructed with VR applications.
- 2.
- The demonstration of 3D objects, videos, and animations about the book in VR applications increases my curiosity.
- 3.
- I study harder for the lesson thanks to VR applications.
- 4.
- The 3D objects in VR applications give a sense of reality to the environment.
- 5.
- I come to the class more eagerly when VR applications are used.
- 6.
- I can concentrate better on the lesson when VR applications are used.
- 7.
- I enjoy studying lesson at home with VR applications.
- C2.
- Anxiety
- 1.
- VR applications do not attract my attention.*
- 2.
- VR applications make my learning difficult because they confuse my mind.*
- 3.
- There is no need to use VR applications in classes.*
- 4.
- Using VR applications in classes causes a waste of time.
- 5.
- I get bored while I am using VR applications.*
- 6.
- It is difficult to use VR applications.*
- C3.
- Willingness
- 1.
- I want VR applications to be used in other lessons, as well.
- 2.
- I want VR applications to take place regarding course books in the future
- * Denotes reversed item
- B.
- Conclusive survey
- C1.
- Presence
- 1.
- I was deeply concentrated in the application.
- 2.
- If someone was talking to me, I couldn’t hear him.
- 3.
- I forgot about time passing while using the application.
- 4.
- I felt detached from the outside world while using the application.
- C2.
- Enjoyment
- 1.
- I think the application was fun.
- 2.
- I felt bored while using the application.*
- 3.
- I enjoyed using the application.
- 4.
- I really enjoyed studying with this application.
- 5.
- It felt good to successfully complete the tasks in this application.
- 6.
- I felt frustrated.*
- C3.
- Perceived Learning Effectiveness
- 1.
- I felt that this application can ease the way I learn.
- 2.
- This application was a much easier way to learn compared to the usual teaching.
- 3.
- This application made learning more interesting.
- 4.
- I felt that the application increased my knowledge.
- 5.
- I felt that I caught the basic ideas of what I was taught with this application.
- 6.
- I will definitely try to apply the knowledge I learned with this application.
- C4.
- Perceived Realism
- 1.
- When interacting with the virtual objects, these interactions seemed like real ones.
- 2.
- There were times when the virtual objects seemed to be as real as the real ones.
- 3.
- The virtual objects seemed like real objects to me.
- 4.
- When I used the application, the virtual world was more real than the real world.
- C5.
- Adequacy of Learning Material
- 1.
- In some cases, there was so much information that it was hard to remember the important points.*
- 2.
- The exercises in this application were too difficult.*
- 3.
- I could not really understand quite a bit of the material in this application.*
- 4.
- The good organization of the content helped me to be confident that I would learn this material.
- C6.
- Perceived Ease of Use
- 1.
- I think it was easy to learn how to use the application.
- 2.
- I found the application unnecessarily complex.
- 3.
- I imagine that most people will learn to use this application very quickly.
- 4.
- I needed to learn a lot of things before I could get going with this application.
- 5.
- I felt that I needed help from someone else in order to use the application because it was not easy for me to understand how to use it.
- 6.
- It was easy for me to become skilful at using this application.
- C7.
- Motivation
- 1.
- This application did not hold my attention.*
- 2.
- When using the application, I did not have the impulse to learn more about the learning subject.*
- 3.
- The application did not motivate me to learn.*
- * Denotes reversed item
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Statistics | Pre-Test | Post-Test |
---|---|---|
Mean | 0.43 | 0.69 |
Median | 0.4 | 0.75 |
Std. dev. | 0.15 | 0.26 |
Skewness | −0.13 | −1.04 |
Kurtosis | −0.21 | 0.28 |
Mean | Median | Std. Dev. | Skewness | Kurtosis | Cronbach’s α | Shapiro–Wilk | |
---|---|---|---|---|---|---|---|
Satisfaction | 3.38 | 3.28 | 0.76 | −0.01 | −0.56 | 0.84 | W = 0.982, p = 0.622 |
Anxiety | 2.03 | 1.75 | 0.89 | 1.18 | 1.26 | 0.9 | W = 0.892, p < 0.05 |
Willingness | 3.25 | 3 | 0.96 | 0.31 | −0.67 | 0.75 | W = 0.938, p < 0.05 |
Construct | Satisfaction | Anxiety | Willingness |
---|---|---|---|
Satisfaction | 1 | ||
Anxiety | −0.312 * | 1 | |
Willingness | 0.709 ** | −0.223 | 1 |
Construct | Mean | Med. | Std. Dev. | Skew | Kurt | Cronbach’s α | Shapiro–Wilk |
---|---|---|---|---|---|---|---|
Presence | 2.91 | 3 | 0.81 | −0.17 | 0.39 | 0.71 | W = 0.976, p = 0.4 |
Enjoyment | 3.06 | 3 | 0.56 | 0.41 | 1.56 | 0.61 | W = 0.958, p = 0.06 |
Learning Effectiveness | 3.49 | 3.5 | 1.13 | −0.45 | −0.46 | 0.94 | W = 0.941, p = 0.01 |
Realism | 3.09 | 3.12 | 1.16 | −0.14 | −0.67 | 0.94 | W = 0.944, p = 0.01 |
Adequacy of Learning Material | 1.95 | 1.66 | 0.95 | 1.82 | 3.89 | 0.86 | W = 0.797, p < 0.05 |
Ease of Use | 2.94 | 3 | 0.6 | 0.57 | 3.04 | 0.66 | W = 0.877, p < 0.05 |
Motivation | 2.12 | 2 | 1.1 | 1.09 | 0.86 | 0.91 | W = 0.867, p < 0.05 |
Presence | Enjoyment | Learn. Effect. | Realism | Adeq. of Learn. Mat. | Ease of Use | Motivation | |
---|---|---|---|---|---|---|---|
Presence | 1 | ||||||
Enjoyment | 0.312 * | 1 | |||||
Learn. Effect. | 0.377 ** | 0.742 ** | 1 | ||||
Realism | 0.371 ** | 0.592 ** | 0.669 ** | 1 | |||
Adeq. of Learn. Mat. | 0.137 | −0.109 | −0.1 | −0.084 | 1 | ||
Ease of Use | 0.357 ** | 0.56 ** | 0.559 ** | 0.485 ** | 0.018 | 1 | |
Motivation | 0.106 | −0.238 | −0.327 * | −0.335 * | 0.431 ** | 0.003 | 1 |
Presence | Enjoyment | Per. Learn. Effect. | Per. Realism | Adeq. of Learn. Mat. | Per. Ease of Use | Motivation | |
---|---|---|---|---|---|---|---|
Satisfaction | −0.082 | −0.284 * | −0.369 ** | −0.378 ** | −0.02 | −0.104 | 0.07 |
Anxiety | −0.028 | 0.052 | 0.126 | 0.331 * | −0.034 | 0.031 | −0.212 |
Willingness | −0.058 | −0.212 | −0.238 | −0.372 ** | −0.062 | 0.012 | 0.064 |
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Christopoulos, A.; Styliou, M.; Ntalas, N.; Stylios, C. The Impact of Immersive Virtual Reality on Knowledge Acquisition and Adolescent Perceptions in Cultural Education. Information 2024, 15, 261. https://doi.org/10.3390/info15050261
Christopoulos A, Styliou M, Ntalas N, Stylios C. The Impact of Immersive Virtual Reality on Knowledge Acquisition and Adolescent Perceptions in Cultural Education. Information. 2024; 15(5):261. https://doi.org/10.3390/info15050261
Chicago/Turabian StyleChristopoulos, Athanasios, Maria Styliou, Nikolaos Ntalas, and Chrysostomos Stylios. 2024. "The Impact of Immersive Virtual Reality on Knowledge Acquisition and Adolescent Perceptions in Cultural Education" Information 15, no. 5: 261. https://doi.org/10.3390/info15050261
APA StyleChristopoulos, A., Styliou, M., Ntalas, N., & Stylios, C. (2024). The Impact of Immersive Virtual Reality on Knowledge Acquisition and Adolescent Perceptions in Cultural Education. Information, 15(5), 261. https://doi.org/10.3390/info15050261