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Learning in Affectively Intense Virtual Environments - LITE

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37<br />

dur<strong>in</strong>g the course of such games may be common place for a gamer lest the “dead” game<br />

based opponent should return to “kill” the computer player. In any case, it’s very<br />

<strong>in</strong>terest<strong>in</strong>g to note that these two subscales showed a high degree of discrim<strong>in</strong>ate validity,<br />

<strong>in</strong> that their predictions of similar variables were very different. Based on these results, it<br />

appears that different types of immersive tendency have very different effects on a<br />

learner’s ability to learn effectively <strong>in</strong> immersive environments. In one case the tendency<br />

to become immersed is very positive and <strong>in</strong> the latter case it is equally negative.<br />

4.4.2. Affect Intensity (ID). Statistically it may be noted that the higher the<br />

affect <strong>in</strong>tensity score, the lesser the probability of f<strong>in</strong>d<strong>in</strong>g bodies or <strong>in</strong>jured personnel <strong>in</strong><br />

the virtual environment. Based on the nature of the affect <strong>in</strong>tensity construct, those with<br />

high affect <strong>in</strong>tensity scores tend to react highly emotionally. Tak<strong>in</strong>g that nature <strong>in</strong>to<br />

consideration, the virtual simulation with the head mounted display might have provided<br />

an affective environment both physically and virtually <strong>in</strong> which the ability to respond to<br />

the experiment objectives were lessened. Most of their emotions would have been<br />

directed to the environment and to the unnatural or new experience of wear<strong>in</strong>g a head<br />

mounted display that sufficient energies were devoted to accomplish<strong>in</strong>g the task at hand.<br />

Given the similar results, <strong>in</strong> appears that affect <strong>in</strong>tensity is related to the focus component<br />

of the immersive tendencies questionnaire.<br />

4.4.3. Gender. There was virtually no difference between males and females<br />

on the location of dead bodies. However, the mean for males almost doubled the female<br />

mean (M = 3.267 vs. 1.174) for successful identification of the location of an <strong>in</strong>jured<br />

persons. This is <strong>in</strong> accordance with the observations that males focused more on<br />

identify<strong>in</strong>g the <strong>in</strong>jured as noted <strong>in</strong> the qualitative analysis. This aim of sav<strong>in</strong>g the <strong>in</strong>jured<br />

fueled the males to narrow their search and yielded better results compared to females<br />

who had a broader objective. It may be noted that the <strong>in</strong>structions to locate the dead and<br />

<strong>in</strong>jured personnel <strong>in</strong> the build<strong>in</strong>g was common for both males and females.<br />

4.5. RELATIONSHIP BETWEEN VR EXPERIENCE AND LEARNING<br />

OUTCOMES<br />

4.5.1. Presence. Statistical data showed that the presence scores are largely<br />

unrelated to the learn<strong>in</strong>g outcomes of Dead Correct Count and Injured Correct Count.<br />

This could be because the environment may have afforded a high degree of presence due

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