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Learning in Affectively Intense Virtual Environments - LITE

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9<br />

As an outcome measure, the term “<strong>Affectively</strong> <strong>Intense</strong> <strong>Learn<strong>in</strong>g</strong>” was co<strong>in</strong>ed by<br />

researchers at the University of Missouri – Rolla (Hall et al., 2004; Tichon et al., 2003) to<br />

denote the type of learn<strong>in</strong>g associated with strong emotional states where the<br />

environments tend to be stressful such as military tra<strong>in</strong><strong>in</strong>g. Intuitively, it would seem that<br />

this type of learn<strong>in</strong>g would be particularly difficult to teach effectively us<strong>in</strong>g a traditional<br />

classroom approach. Presumably, tra<strong>in</strong><strong>in</strong>g would be much more effective <strong>in</strong> an<br />

environment where stress conditions are heightened. Such affectively <strong>in</strong>tense<br />

environments are very difficult to recreate and control <strong>in</strong> a systematic manner without<br />

virtual reality technologies. <strong>Virtual</strong> Reality eng<strong>in</strong>es can be used to construct affectively<br />

<strong>in</strong>tense scenarios to help tra<strong>in</strong> and understand the underly<strong>in</strong>g parameters that <strong>in</strong>fluence<br />

learn<strong>in</strong>g <strong>in</strong> such environments. Computer gamers would readily agree that 3D<br />

visualizations that are <strong>in</strong>tegral to most of today’s first person shooter genre of games can<br />

impart a feel<strong>in</strong>g of <strong>in</strong>tense emotion. And psychologists have often cited the important<br />

relationship between the emotional context for learn<strong>in</strong>g and subsequent execution of the<br />

task<br />

Some support for the hypothesized relationship between affective <strong>in</strong>tensity <strong>in</strong><br />

tra<strong>in</strong><strong>in</strong>g and performance is provided by the “mood congruence” and “state-dependent<br />

learn<strong>in</strong>g” effects. Mood congruence refers to the aspect of human memory where persons<br />

are more likely to remember facts that co<strong>in</strong>cide with their mood. In other words, if the<br />

person were <strong>in</strong> a good mood, then she would be more likely to remember pleasant<br />

<strong>in</strong>formation (Eich & Macaulay, 2000). The same perta<strong>in</strong>s to unpleasant <strong>in</strong>formation. If<br />

the person is <strong>in</strong> a bad mood, then she will be more likely to remember unpleasant<br />

<strong>in</strong>formation. A similar phenomenon called State-dependent learn<strong>in</strong>g refers to the<br />

phenomenon <strong>in</strong> which people recall <strong>in</strong>formation easier if they can return to the same<br />

emotional and physical state when they learned the <strong>in</strong>formation. A basic contention of the<br />

present research is that this phenomenon can be extended to <strong>in</strong>clude affectively <strong>in</strong>tense<br />

situations - the research addressed the effects of high affect tra<strong>in</strong><strong>in</strong>g environments and<br />

subsequent performance <strong>in</strong> a correspond<strong>in</strong>g high affect real world environment. Would<br />

subjects tra<strong>in</strong>ed <strong>in</strong> an affectively <strong>in</strong>tense environment display better performance<br />

compared to those tra<strong>in</strong>ed <strong>in</strong> a control environment, where affective <strong>in</strong>tensity was lower,<br />

while other factors rema<strong>in</strong>ed the same?

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