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Learning in Affectively Intense Virtual Environments - LITE

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15<br />

assigned to one of two conditions (affectively <strong>in</strong>tense vs. affectively neutral); b) five<br />

times more subjects participated; c) A performance/test<strong>in</strong>g component was added where<br />

users were tested <strong>in</strong> a non-virtual environment (i.e., the “real” computer science<br />

build<strong>in</strong>g); d) Participants used a head mounted display; e) The task to be performed <strong>in</strong> the<br />

virtual environment was more clear-cut and result oriented.<br />

The research focused on f<strong>in</strong>d<strong>in</strong>g the factors that <strong>in</strong>fluenced affective <strong>in</strong>tense<br />

learn<strong>in</strong>g (Figure 1.1).<br />

Figure 1.1. Research Model for Current Research<br />

1.8.2. Experimental Questions. This research addressed eleven<br />

experimental questions represent<strong>in</strong>g five categories as follows:<br />

1.8.2.1 <strong>Learn<strong>in</strong>g</strong> Outcomes as a function of experimental condition<br />

Do learn<strong>in</strong>g outcomes (location of dead and location of <strong>in</strong>jured correctly identified) differ<br />

as a function of experimental condition (affectively <strong>in</strong>tense vs. affectively neutral)?

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