6 research outputs found

    Is seeing believing? The effects of virtual reality on young children’s understanding of possibility and impossibility

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    This study explored the effects of virtual reality on young children’s understanding of possibility and impossibility. It involved four-year-old children (30 boys and 30 girls) who were randomly allocated to a virtual reality group, a video group, or a picture book group. Each child was individually presented with three impossible and three matched possible events using their assigned medium. After each event, children were asked whether it was possible in real life and why/why not. Children in the VR group were more likely to correctly judge the possibility of possible events than children in the video group and they were more likely to incorrectly judge the possibility of impossible events than children in the video group. Furthermore, they were more likely to correctly judge the possibility of possible events than impossible events. The results suggest that virtual reality affects four-year-old children’s understanding of possibility and impossibility. Practical implications of these findings are discussed.</p

    Is seeing believing? The effects of virtual reality on young children’s understanding of possibility and impossibility

    Get PDF
    This study explored the effects of virtual reality on young children’s understanding of possibility and impossibility. It involved four-year-old children (30 boys and 30 girls) who were randomly allocated to a virtual reality group, a video group, or a picture book group. Each child was individually presented with three impossible and three matched possible events using their assigned medium. After each event, children were asked whether it was possible in real life and why/why not. Children in the VR group were more likely to correctly judge the possibility of possible events than children in the video group and they were more likely to incorrectly judge the possibility of impossible events than children in the video group. Furthermore, they were more likely to correctly judge the possibility of possible events than impossible events. The results suggest that virtual reality affects four-year-old children’s understanding of possibility and impossibility. Practical implications of these findings are discussed.</p

    Social Comparisons in the Classroom Revisited: Insights Into Underlying Processes Using Immersive Virtual Reality as a Research Tool

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    Social comparisons are commonplace in every classroom and widely acknowledged as central determinants of students’ academic self-evaluations (see, e.g., Dijkstra et al., 2008; Trautwein & Möller, 2016). Most prominently, in educational psychology research, social comparisons have been assumed to be the cause behind the well-known Big-Fish-Little-Pond effect (BFLPE; Marsh, 1987), suggesting negative effects of higher class-average (or school-average) achievement on students’ academic self-concept while controlling for individual achievement. Whereas existing research has provided compelling evidence of the effects of certain reference groups on students’ self-evaluations (Marsh et al., 2017; Marsh & Seaton, 2015), the actual mechanisms behind the proposed effects and how students process social information while learning are still a black box. The present dissertation was aimed at gaining insights into the respective underlying processes (i.e., the “inner workings” of this black box) by using immersive virtual reality (IVR) as a research tool. IVR technology provides an unprecedent opportunity for educational psychology research to integrate ecological validity and experimental control in research designs to gain authentic and yet standardized insights into classroom processes, such as social comparisons and beyond (see, e.g., Blascovich et al., 2002). To this end, the present dissertation was aimed at a theoretical as well as a methodological advancement of research on social comparisons in the classroom. To address these objectives, the dissertation drew on three empirical studies with an IVR classroom including an experimental manipulation of classmates’ performance-related behavior. First, pursuing a more in-depth theoretical understanding of social comparisons and the respective processing of social information in the classroom, the dissertation aimed to identify covert and overt social comparison behaviors that (a) reflect students’ cognitive and behavioral responses to social comparison information in an IVR classroom and (b) ultimately explain individual differences in students’ self-concepts. Studies 1 and 2 used students’ self-reports (of their interpretation of classmates’ performance-related behavior) and eye movement data (e.g., visual attention on classmates) to identify different social comparison processes in the IVR classroom and to provide insights into the mechanisms that underlie the BFLPE. Second, aiming to provide insights into how IVR classrooms can be used as an experimental tool in educational psychology research, Study 3 focused on the configuration of an IVR classroom to authentically simulate and control a (social) classroom environment. The study provides insights into how different fields of view, virtual avatar visualization styles and virtual classmates’ performance-related behaviors affect students’ processing of social information provided in the IVR classroom. Taken together, by using an IVR classroom as an experimentally controlled yet authentic research setting, the present dissertation was able to advance the theoretical understanding of social comparisons and respective processing of social information in the classroom that ultimately explain individual differences in students’ self-concept. Moreover, the present dissertation demonstrates how IVR classrooms and the corresponding standardized process data can be used to gain insights into classroom processes, such as social comparisons. The dissertation thereby provides implications for research on both social comparisons in the classroom and the use of IVR as an experimental tool in educational and social psychology research in general

    Da imersão à criação : cartografando experiências estéticas de estudantes com a realidade virtual

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    A Realidade Virtual (RV) vem sendo bastante explorada no âmbito da educação no Brasil e no mundo, sendo o seu uso intensificado a partir da pandemia da Covid-19. Entretanto, a maioria das pesquisas dedicadas ao assunto investigam a usabilidade de ferramentas RV para o ensino-aprendizagem a partir do desenvolvimento de softwares e aplicações, sendo os processos derivados deste uso pouco explorados nas pesquisas, especialmente no campo das ciências humanas, como Artes e Letras. Nessa direção, considera-se que a consequente popularização da RV e demais tecnologias imersivas também traz como problematização o modo como o observador interage e sente os elementos audiovisuais e sua forma de apropriação em processos estético-educacionais. A presente tese tem como objetivo cartografar as experiências estéticas originadas na implementação da tecnologia de RV com alunos em espaços não-formais de aprendizagem, cujos dados cultivados com estudantes buscam responder como as experiências estéticas em RV podem potencializar o aprendizado da arte no espaço não-formal. Para tanto, utilizou-se como metodologia a prática cartográfica de investigação, com o intuito de acompanhar os processos traçados pela pesquisadora e estudantes. Esta tese analisa duas práticas artístico-pedagógicas conduzidas em contextos não-formais de aprendizagem: a primeira, realizada como uma oficina remota sobre a RV, com a participação de sete estudantes com idades entre 8 e 12 anos. A segunda prática foi realizada no NRW-Forum Düsseldorf, durante estadia de pesquisa na Alemanha, com a participação de três estudantes universitárias com idades que variam de 21 a 27 anos. O manejo de análise percorreu três fases principais: (1) Realidade Virtual Cinematográfica: desenvolvendo a educação do olhar, (2) Produção de narrativas: A RV como fomento de experiências artísticas e de design e, (3) Pistas para a pedagogia da percepção e a construção de mundos virtuais por estudantes, nas quais busca-se dialogar com os principais referenciais trazidos na tese, assim como levantar novas problematizações relacionadas às propriedades estéticas e pedagógicas das experiências apresentadas. Assim, os dados cultivados ao longo desta tese mostram, portanto, que as experiências estéticas RV indicam caminhos para a aprendizagem da linguagem da arte em suas múltiplas manifestações audiovisuais, de forma a contribuir para o desenvolvimento da gramática audiovisual inerente à estética RV, bem como ao fortalecer a educação estética de estudantes no âmbito das práticas pedagógicas formais e não-formais.Virtual Reality (VR) has been widely explored in education in Brazil and around the world, and its use has intensified since the Covid-19 pandemic. However, most research devoted to this subject investigates the usability of VR tools for teaching-learning from the development of software and applications, and the processes originated from this use are little explored, especially in the field of humanities, such as Arts and Letters. In this direction, it is considered that the increasing popularization of VR and other immersive technologies also brings the problematization of how the spectator interacts and feels the audiovisual elements and how they are appropriated in the aesthetic-educational processes. This thesis aims to map the aesthetic experiences that arise from the implementation of VR technology with students in non-formal learning environments, whose data cultivated with students seek to answer how aesthetic experiences in VR can enhance art learning in the non-formal setting. For this purpose, the cartographic method was employed, in order to follow the processes outlined by the researcher and students. This thesis analyses two artistic-pedagogical practices conducted in non-formal learning settings: the first one was carried out as a remote workshop on VR, with the participation of seven students aged 8-12 years old. The second practice was conducted at NRW-Forum Düsseldorf, during a research stay in Germany, with the participation of three university students aged 21-27. The handling of analysis went through three main phases: (1) Cinematic Virtual Reality: developing the education of gaze, (2) Production of narratives: VR as fostering artistic and design experiences and, (3) Clues for the pedagogy of perception and the construction of virtual worlds by students, in which it seeks to dialogue with the major references brought in the thesis, as well as to raise new problematizations related to the aesthetic and pedagogical properties of the experiences presented. Thus, the data cultivated throughout this thesis show, therefore, that VR aesthetic experiences can indicate paths for learning the language of art in its multiple audiovisual manifestations, in order to contribute to the development of the audiovisual grammar inherent to VR aesthetics, as well as by strengthening the aesthetic education of students within formal and non-formal pedagogical practices
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