Exploring mixed reality based on self-efficacy and motivation of users

This study addresses the question of how to facilitate instruction and practice with virtual reality to mitigate the detrimental impact of cognitive load associated with use in simple procedural tasks. The study collected data from 63 college students aged 18 years and above from a university in the...

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Main Authors: Kathy Essmiller, Tutaleni I. Asino, Ayodeji Ibukun, Frances Alvarado-Albertorio, Sarinporn Chaivisit, Thanh Do, Younglong Kim
Format: Article
Language:English
Published: Association for Learning Technology 2020-02-01
Series:Research in Learning Technology
Subjects:
Online Access:https://journal.alt.ac.uk/index.php/rlt/article/view/2331/2644
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author Kathy Essmiller
Tutaleni I. Asino
Ayodeji Ibukun
Frances Alvarado-Albertorio
Sarinporn Chaivisit
Thanh Do
Younglong Kim
author_facet Kathy Essmiller
Tutaleni I. Asino
Ayodeji Ibukun
Frances Alvarado-Albertorio
Sarinporn Chaivisit
Thanh Do
Younglong Kim
author_sort Kathy Essmiller
collection DOAJ
description This study addresses the question of how to facilitate instruction and practice with virtual reality to mitigate the detrimental impact of cognitive load associated with use in simple procedural tasks. The study collected data from 63 college students aged 18 years and above from a university in the southern part of the USA. Each study participant completed a questionnaire that consisted of 22 questions using a seven-point Likert scale. The results show that there are no significant differences between motivation and self-efficacy as it relates to three selected activities: Roboraid, Tutorial and Freeplay. The opportunity for meaningful learning through the use of the mixed reality is enticing; there is value in exploring facilitation of these learning opportunities through redistribution of cognitive load.
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spelling doaj.art-1da50d3ee3cc4ecd8f248f93b53955592022-12-21T22:10:40ZengAssociation for Learning TechnologyResearch in Learning Technology2156-70772020-02-0128011410.25304/rlt.v28.23312331Exploring mixed reality based on self-efficacy and motivation of usersKathy Essmiller0Tutaleni I. Asino1Ayodeji Ibukun2Frances Alvarado-Albertorio3Sarinporn Chaivisit4Thanh Do5Younglong Kim6Educational Technology, Educational Leadership, & Emerging Technologies and Creativity Research Lab, College of Education and Human Sciences, Oklahoma State University, Stillwater, OK, USAEducational Technology, Educational Leadership, & Emerging Technologies and Creativity Research Lab, College of Education and Human Sciences, Oklahoma State University, Stillwater, OK, USAEducational Technology, Educational Leadership, & Emerging Technologies and Creativity Research Lab, College of Education and Human Sciences, Oklahoma State University, Stillwater, OK, USAEducational Technology, Educational Leadership, & Emerging Technologies and Creativity Research Lab, College of Education and Human Sciences, Oklahoma State University, Stillwater, OK, USAEducational Technology, Educational Leadership, & Emerging Technologies and Creativity Research Lab, College of Education and Human Sciences, Oklahoma State University, Stillwater, OK, USAEducational Technology, Educational Leadership, & Emerging Technologies and Creativity Research Lab, College of Education and Human Sciences, Oklahoma State University, Stillwater, OK, USAEducational Technology, Educational Leadership, & Emerging Technologies and Creativity Research Lab, College of Education and Human Sciences, Oklahoma State University, Stillwater, OK, USAThis study addresses the question of how to facilitate instruction and practice with virtual reality to mitigate the detrimental impact of cognitive load associated with use in simple procedural tasks. The study collected data from 63 college students aged 18 years and above from a university in the southern part of the USA. Each study participant completed a questionnaire that consisted of 22 questions using a seven-point Likert scale. The results show that there are no significant differences between motivation and self-efficacy as it relates to three selected activities: Roboraid, Tutorial and Freeplay. The opportunity for meaningful learning through the use of the mixed reality is enticing; there is value in exploring facilitation of these learning opportunities through redistribution of cognitive load.https://journal.alt.ac.uk/index.php/rlt/article/view/2331/2644mixed realityvirtual realityaugmented realitymicrosoft hololensemerging technologiesself-efficacy, motivation
spellingShingle Kathy Essmiller
Tutaleni I. Asino
Ayodeji Ibukun
Frances Alvarado-Albertorio
Sarinporn Chaivisit
Thanh Do
Younglong Kim
Exploring mixed reality based on self-efficacy and motivation of users
Research in Learning Technology
mixed reality
virtual reality
augmented reality
microsoft hololens
emerging technologies
self-efficacy, motivation
title Exploring mixed reality based on self-efficacy and motivation of users
title_full Exploring mixed reality based on self-efficacy and motivation of users
title_fullStr Exploring mixed reality based on self-efficacy and motivation of users
title_full_unstemmed Exploring mixed reality based on self-efficacy and motivation of users
title_short Exploring mixed reality based on self-efficacy and motivation of users
title_sort exploring mixed reality based on self efficacy and motivation of users
topic mixed reality
virtual reality
augmented reality
microsoft hololens
emerging technologies
self-efficacy, motivation
url https://journal.alt.ac.uk/index.php/rlt/article/view/2331/2644
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