The effects of 3D multi-user virtual environments on freshmen university students' conceptual and spatial learning and presence in departmental orientation

The purpose of this study was to examine the usefulness of 3D multi-user virtual environments (MUVEs) for freshmen orientation purposes. To do so, a virtual orientation environment was developed on the Active Worlds MUVE. The study sample included 55 students who were enrolled in a university department. The study has a quasi-experimental control group design. The orientation was carried out a week before the academic semester. The virtual departmental orientation was conducted with 25 participants in the 3D MUVE, while the authentic departmental orientation was conducted with 30 participants who were led through the department by a guide. Both groups were administered a Conceptual Knowledge Test before and after their orientations along with a Spatial Knowledge Inventory and an Orientation Evaluation Questionnaire after the interventions. In addition, the Presence Questionnaire in Virtual Environments was administered to the virtual orientation participants. While the conceptual knowledge posttest scores of experimental and control groups increased significantly, there was no significant difference between them. It was found that students in the virtual orientation recalled spatial route details better than the participants in the authentic orientation, while there was no significant difference between the groups in terms of spatial landmark details and overall spatial scores. When the groups were compared in terms of evaluation factors, significant differences were observed in the effect on general learning and simplicity in favor of the virtual orientation, while there were no significant differences in perceived usefulness and enjoyment. Participants perceived a high level of presence in the virtual orientation. There was a small positive correlation between presence and conceptual knowledge and a moderate positive correlation between presence and spatial knowledge. Decreasing distraction factors in the virtual environment had a positive influence on students' conceptual and spatial learning. In general, the virtual orientation has similar or better results than authentic orientation in terms of the variables examined in this study. These findings demonstrate that 3D MUVEs can be effectively used by freshmen students for orientation purposes. We examine the usefulness of 3D MUVEs for freshmen orientation purposes.Conceptual knowledge increased significantly in virtual and authentic orientations.Virtual orientation participants recalled spatial route details better.Decreasing distraction in virtual space increases conceptual and spatial learning.Virtual orientation has similar or better results than authentic orientation.

[1]  Luca Chittaro,et al.  Web3D technologies in learning, education and training , 2007, Comput. Educ..

[2]  P. Lachenbruch Statistical Power Analysis for the Behavioral Sciences (2nd ed.) , 1989 .

[3]  Mel Slater,et al.  Using Presence Questionnaires in Reality , 2000, Presence: Teleoperators & Virtual Environments.

[4]  Earl Hunt,et al.  The Transfer of Spatial Knowledge in Virtual Environment Training , 1998, Presence.

[5]  John H. Bailey,et al.  Learning and Transfer of Spatial Knowledge in a Virtual Environment , 1994 .

[6]  Norman E. Wallen,et al.  How to Design and Evaluate Research in Education , 1990 .

[7]  Mel Slater Special issue: The first workshop on presence - Guest editor's introduction , 2000 .

[8]  Waiman Cheung,et al.  Proposing a framework to assess Internet usage in university education: an empirical investigation from a student's perspective , 2005, Br. J. Educ. Technol..

[9]  Ana-Maria Marhan,et al.  Virtual Reality-Based Environments for Learning and Training , 2008 .

[10]  Hyejin Park,et al.  The effects of egocentric and allocentric representations on presence and perceived realism: Tested in stereoscopic 3D games , 2012, Interact. Comput..

[11]  P. Wilson Active Exploration of a Virtual Environment Does Not Promote Orientation or Memory for Objects , 1999 .

[12]  Frederick C. Harris,et al.  Virtual environment for on-campus orientation , 2005, Proceedings of the 2005 International Symposium on Collaborative Technologies and Systems, 2005..

[13]  Petra Jansen-Osmann,et al.  Using desktop virtual environments to investigate the role of landmarks , 2002, Comput. Hum. Behav..

[14]  Yokoi Shigeki,et al.  Interactive Conversational Character as a Virtual Tour Guide to an Online Museum Exhibition , 2002, ICCE.

[15]  Donghun Chung,et al.  Influence of 3D Characteristics Perception on Presence, and Presence on Visual Fatigue and Perceived Eye Movement , 2012 .

[16]  S. Barab,et al.  Motivating learners in educational computer games , 2004 .

[17]  Nigel Foreman,et al.  Drawing Maps and Remembering Landmarks after Driving in a Virtual Small Town Environment , 2007 .

[18]  Saniye Tugba Bulu,et al.  Place presence, social presence, co-presence, and satisfaction in virtual worlds , 2012, Comput. Educ..

[19]  Slava Kalyuga,et al.  Enhancing Instructional Efficiency of Interactive E-learning Environments: A Cognitive Load Perspective , 2007 .

[20]  Michael J. Singer,et al.  Measuring Presence in Virtual Environments: A Presence Questionnaire , 1998, Presence.

[21]  Genny Tortora,et al.  Development and evaluation of a virtual campus on Second Life: The case of SecondDMI , 2009, Comput. Educ..

[22]  Hakan Tüzün,et al.  The effects of computer games on primary school students' achievement and motivation in geography learning , 2009, Comput. Educ..

[23]  Sara de Freitas,et al.  Editorial: Crossing boundaries: Learning and teaching in virtual worlds , 2010, Br. J. Educ. Technol..

[24]  Vivian H. Wright,et al.  Use of Second Life in K-12 and Higher Education: A Review of Research , 2011 .

[25]  P. Thorndyke,et al.  Spatial learning and reasoning skill , 1981 .

[26]  Michael K. Thomas,et al.  Making learning fun: Quest Atlantis, a game without guns , 2005 .

[27]  Mary Lou Maher,et al.  Designing the virtual campus , 1999 .

[28]  Rudolph P. Darken,et al.  Spatial Orientation, Wayfinding, and Representation. , 2014 .

[29]  C. Neuper,et al.  Cortical correlate of spatial presence in 2D and 3D interactive virtual reality: an EEG study. , 2012, International journal of psychophysiology : official journal of the International Organization of Psychophysiology.

[30]  Jack M. Loomis,et al.  Distal Attribution and Presence , 1992, Presence: Teleoperators & Virtual Environments.

[31]  S. T. Tokel,et al.  Three-Dimensional Virtual Worlds: Research Trends and Future Directions , 2014 .

[32]  Michele D. Dickey Teaching in 3D: Pedagogical Affordances and Constraints of 3D Virtual Worlds for Synchronous Distance Learning , 2003 .

[33]  Heiner Bubb,et al.  16 Presence in Industrial Virtual Environment Applications — Susceptibility and Measurement Reliability , 2002 .

[34]  Mel Slater,et al.  Measuring Presence: A Response to the Witmer and Singer Presence Questionnaire , 1999, Presence.

[35]  Mel Slater,et al.  Immersion, presence and performance in virtual environments: an experiment with tri-dimensional chess , 1996, VRST.

[36]  D. Whitelock,et al.  Understanding the Role of Presence in Virtual Learning Environments , 2006 .

[37]  Giuseppe Riva,et al.  Being there : the experience of presence in mediated environments , 2003 .

[38]  Barry Peterson,et al.  Spatial Orientation and Wayfinding , 2002 .

[39]  Mel Slater Guest Editor's Introduction to the Special Issue: The First Workshop on Presence , 2000, Presence Teleoperators Virtual Environ..

[40]  Emine Durmuş Eğitimde rehberlik hizmetleri , 2017 .

[41]  T. Peters,et al.  Digital libraries on the MUVE: A virtual adventure , 2008 .

[42]  Robert B. Welch,et al.  How Can We Determine if the Sense of Presence Affects Task Performance? , 1999, Presence.

[43]  Roberta A. Calhoun,et al.  THE STUDENT ORIENTATION OF A COLLEGE OF BUSINESS: AN EMPIRICAL LOOK FROM THE STUDENTS' PERSPECTIVE , 2008 .

[44]  A. Siegel,et al.  The development of spatial representations of large-scale environments. , 1975, Advances in child development and behavior.

[45]  Ralph Schroeder,et al.  Activeworlds: Geography and social interaction in virtual reality , 2001 .

[46]  Keng Siau,et al.  3-D Virtual Worlds in Education: Applications, Benefits, Issues, and Opportunities , 2008, J. Database Manag..

[47]  Ji-Yeon Lee,et al.  Between Purpose and Method: A Review of Educational Research on 3D Virtual Worlds , 2012 .

[48]  Petra Jansen,et al.  Empirical evaluation of virtual environment technology as an experimental tool in developmental spatial cognition research , 2009 .

[49]  Rynson W. H. Lau,et al.  CyberWalk: a web-based distributed virtual walkthrough environment , 2003, IEEE Trans. Multim..

[50]  Bruce Damer Inhabited virtual worlds: a new frontier for interaction design , 1996, INTR.

[51]  Ibrahim Alnawas,et al.  Student orientation in higher education: development of the construct , 2015 .

[52]  Thomas W. Schubert Decomposing the sense of presence : Factor analytic insights , 1999 .

[53]  John G. Hedberg,et al.  3D learning environments in tertiary education , 2001 .

[54]  Chris Dede,et al.  Designing for Motivation and Usability in a Museum-based Multi-User Virtual Environment , 2003 .

[55]  Ozlem Baydas,et al.  An examination of interactions in a three-dimensional virtual world , 2015, Comput. Educ..

[56]  Christine Youngblut,et al.  Educational Uses of Virtual Reality Technology. , 1998 .

[57]  Jacob Cohen Statistical Power Analysis for the Behavioral Sciences , 1969, The SAGE Encyclopedia of Research Design.

[58]  TüzünHakan,et al.  The effects of computer games on primary school students' achievement and motivation in geography learning , 2009 .

[59]  Kevin D. Williams,et al.  The effects of dissociation, game controllers, and 3D versus 2D on presence and enjoyment , 2014, Comput. Hum. Behav..

[60]  Jonathan Steuer,et al.  Defining virtual reality: dimensions determining telepresence , 1992 .

[61]  S. Warren,et al.  Three-Dimensional Computer-Based Online Learning Environments , 2008 .

[62]  Therese I. Poirier,et al.  A student orientation program to build a community of learners. , 2007, American journal of pharmaceutical education.

[63]  Gavriel Salvendy,et al.  Aftereffects and Sense of Presence in Virtual Environments: Formulation of a Research and Development Agenda , 1998, Int. J. Hum. Comput. Interact..

[64]  G.G. Robertson,et al.  Three views of virtual reality: nonimmersive virtual reality , 1993, Computer.

[65]  Paul Brna,et al.  What is the Value of Virtual Reality for Conceptual Learning? Towards a Theoretical Framework , 1996 .