Virtual Reality and Education,

Abstract

In this paper, five components of the virtual reality concept are analytically defined: 3D perspective, dynamic rendering, closed loop interaction, inside-out perspective and enhanced sensory feedback. It is argued on the basis of empirical data from a variety of sources, that those components that improve performance by reducing effort may actually inhibit learning or long term retention. Closed loop interaction in contrast, while not reducing effort, appears to have a beneficial effect on retention. The importance for learning of directing users' attention to the link between the VR perspective and a more artificial perspective is also highlighted. The concept of virtual reality is created by an impressive, exciting technology which readily engages the interest of the user. As a consequence, it is reasonable that the concept should be considered by educators as a plausible way of exploiting the technology of advanced computers to improve or expand the learning environment. This paper first presents the arguments that may be made for introduction of virtual reality, but then takes a critical look at the constraints on its applicability to education, while drawing on empirical data from simulation, experimental laboratory studies, and basic human factors principles of design.

Document Details

Document Type
Technical Report
Publication Date
Apr 17, 1992
Accession Number
ADP006942

Entities

People

  • Christopher Dow Wickens

Organizations

  • University of Illinois Urbana–Champaign

Tags

DTIC Thesaurus Topics

  • Applied Psychology
  • Behavioral Disciplines And Activities
  • Behavioral Sciences
  • Colorado
  • Computers
  • Contrast
  • Department Of Defense
  • Education
  • Educational Psychology
  • Environment
  • Feedback
  • Learning
  • Psychological Phenomena And Processes
  • Psychology
  • Simulations
  • Virtual Reality

Readers

  • Artificial Intelligence
  • Human-Computer Interaction (HCI).
  • Systems Analysis and Design