29 research outputs found

    Buts d'accomplissement de soi et jugement métacognitif des aides en EIAH

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    International audienceLe but de cette étude est d'étudier l'effet des buts d'accomplissement de soi et des jugements métacognitifs de l'individu sur sa recherche d'aide instrumentale ou exécutive au sein d'un site web d'apprentissage en statistique. 49 étudiants ont participé à l'étude. Les résultats montrent que (1) le but de maîtrise est lié positivement à la recherche d'aide instrumentale et positivement à la recherche d'aide exécutive de l'apprenant, (2) le but de performance d'évitement est lié négativement à la recherche d'aide exécutive, (3) la perception d'une menace sur son besoin d'autonomie est lié négativement à la recherche d'aide instrumentale, (4) la perception d'une menace sur ses compétences est reliée négativement à la recherche d'aide exécutive

    Motivation to seek help and help efficiency in students who failed in an initial task

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    International audienceIn the present study, we investigated whether help-seeking behaviors differ in their respective links to motivational variables such as achievement goals, help-seeking perceptions and self-efficacy. Eighty-two students who had failed to solve an initial word-processing task were invited – but not forced – to choose help before engaging in a comprehension task. While 19 of them did not seek help of any kind, 63 students opted for help. Taken together, our results suggest that i) those who refused to seek help did not differ from those who agreed to seek help on either motivational variables (except for self-efficacy), but ii) those who succeed on the comprehension task after using help were those who showed higher self-efficacy. The implications of these results for future research on the help-seeking process in interactive learning environments are discussed

    Réalité Virtuelle dans l'apprentissage autorégulé: example dans le domaine de l'art

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    Communication indéxée dans Thomson Reuters Conference Proceedings Citation Index (ISI), DBLP, EI (Elsevier Engineering Village Index) and Scopus, SCITEPRESS Digital Library.International audienceIn recent decades, learning devices using virtual reality (VR) environments have evolved rapidly. The potential positive impact of VR has been attributed to two characteristics : immersion, and control of interaction with objects in the environment. However, results from the literature have not always shown the presumed benefits and few of them have assessed the effects on self-regulation. This study aims to assess the impact of immersion and control on motivation, self-regulation, and performance. Participants had to acquire knowledge about sculptures by visiting a 3D virtual museum and then recall this knowledge. The participants were divided into four independent groups. They were: #1 In strong immersion (with VR headset) and active (control of interaction); #2 In strong (VR) and passive (non-interaction control) conditions; #3 In low immersion (tablet) and active conditions; #4 In low and passive immersion conditions. Intrinsic motivation and emotion were evaluated by a questionnaire, self-regulation was identified by behavioral indicators and performance was evaluated through a gap-fill exercise. Results showed that the "control" feature had a positive impact on performance, unlike immersion. Also, neither immersion nor control had an impact on motivation. However, immersion and control had a partial impact on self regulation. Educational implications will be discussed

    Diegetic display, player performance and presence in virtual reality video games

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    International audienceThe goal of the present study was to investigate the effect of the diegetic display of contextual information on user experience and performance in virtual reality (VR) video games.Contextual information in video games, such as score, health status or mini-map, is traditionally presented in a head-up display superimposed on the main action scene. Such display in which information is not integrated in the game world may be considered as an extra-diegetic display. In contrast, a diegetic display integrates contextual information within the action scene. For instance, the health status may be displayed directly on the avatar or the mini-map can be represented on an electronic device that the avatar holds in the hand.A few previous studies investigate the influence of diegetic displays in video games on classic 2D screens. They generally showed that such display could improve player experience, but not necessarily their performance. However, to the best of our knowledge, it has not been studied in VR game conditions, i.e. with a stereoscopic display that covers a large part of the user’s field of view.In line with previous literature, the hypotheses of the present study were that (1) player performance is higher with an extra-diegetic display than with a diegetic display, but that (2) player’s feeling of presence (one of the main dimensions of player experience) is higher with a diegetic display than with an extra-diegetic display.An experimental study was designed in which 39 participants played a first-person shooter video game with a head-mounted display. The game task was to protect some animals in their pen from predators. Players had to neutralize the predators by shooting at them with a gun equipped with anesthetic ammunition. They also had to treat the animals that were contaminated by predators by shooting at them with the same gun, but with different treatment ammunition. The number of ammunition was limited for both types. Contextual information display (diegetic or extra-diegetic) was manipulated between-participants. In the extra-diegetic condition, the type and number of ammunition, the mini-map and the current scores were displayed in a line at the bottom of the user’s field of view. In the diegetic condition, ammunition information was displayed directly on the gun. The mini-map and scores were displayed on an electronic device that was handled by the avatar in the game. Player performance at the game was measured with the main score which was the number of saved animals. Player presence was measured with a standardized questionnaire.The results showed that player performance was higher in the extra-diegetic display condition than in the diegetic condition. However, there was no significant effect of the display conditions on the feeling of presence.These results were partly in line with previous literature. In a VR situation, displaying contextual information in a traditional extra-diegetic head-up display seems to be more efficient regarding information accessibility, and consequently for performance in the game task. However, presence would not be impacted by diegetic displaying when an immersive system, such as head-mounted displays, is used

    Aesthetic emotions in a mixed reality gastrosonic experience: an exploratory study

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    International audienceWe examine the emergence of aesthetic emotions in an exploratory study on a mixed reality (MR) gastrosonic experience. Participants in an art-science event completed the AESTHEMOS questionnaire on aesthetic emotions and the Multimodal Presence Scale, reporting a wide spectrum of prototypical, pleasant and epistemic emotions. Food enjoyment was correlated with the prototypical aesthetic emotions of fascination and enchantment and feelings of self-presence were correlated with the prototypical emotions of being moved/in awe. Crossmodally matched food was highly congruent with music and visuals. Our findings suggest the relevance of studying environmental aesthetics in the context of these novel eating situations
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