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...
Main Authors: | , , , , , , |
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Format: | Article |
Language: | English |
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Association for Learning Technology
2020-02-01
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Series: | Research in Learning Technology |
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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. |
first_indexed | 2024-12-17T00:17:00Z |
format | Article |
id | doaj.art-1da50d3ee3cc4ecd8f248f93b5395559 |
institution | Directory Open Access Journal |
issn | 2156-7077 |
language | English |
last_indexed | 2024-12-17T00:17:00Z |
publishDate | 2020-02-01 |
publisher | Association for Learning Technology |
record_format | Article |
series | Research in Learning Technology |
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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