| Literature DB >> 34884091 |
Abstract
BACKGROUND/Entities:
Keywords: immersive media technology; learning; students; teaching method; virtual reality
Mesh:
Year: 2021 PMID: 34884091 PMCID: PMC8659745 DOI: 10.3390/s21238088
Source DB: PubMed Journal: Sensors (Basel) ISSN: 1424-8220 Impact factor: 3.576
General Characteristics of Subjects.
| Characteristics | Categories | N (%) | Mean(SD) |
|---|---|---|---|
| Gender | Male | 25 (20.8) | |
| Female | 95 (79.2) | ||
| Age (/year) | ≤21 | 8 (6.7) | 24.66 (5.71) |
| 22–23 | 68 (56.7) | ||
| 24–25 | 22 (18.3) | ||
| ≥26 | 22 (18.3) | ||
| Marital status | No | 109 (90.8) | |
| Yes | 11 (9.2) | ||
| Religion | No | 80 (66.7) | |
| Yes | 40 (33.3) | ||
| Pocket money (/month) | <100,000 won | 2 (1.7) | |
| 10–190,000 won | 8 (6.7) | ||
| 20–290,000 won | 29 (24.2) | ||
| ≥300,000 won | 81 (67.5) | ||
| Arbeit | No | 79 (65.8) | |
| Yes | 41 (34.2) | ||
| Subjective health | Very good | 1 (0.8) | |
| Good | 19 (15.8) | ||
| Moderate | 46 (38.3) | ||
| Bad | 43 (35.8) | ||
| Very bad | 11 (9.2) | ||
| Disease | No disease | 95 (79.2) | |
| physical disease | 22 (18.3) | ||
| mental disease | 2 (1.7) | ||
| physical & mental disease | 1 (0.8) | ||
| Hobby | No | 18 (15.0) | |
| Yes | 102 (85.0) | ||
| smartphone | 29 (24.2) | ||
| game | 19 (15.8) | ||
| listening to music | 14 (11.7) | ||
| watching movie | 11 (9.2) | ||
| others | 47 (39.1) | ||
| Smartphone | YouTube | 25 (20.8) | |
| chatting | 9 (7.5) | ||
| searching | 5 (4.2) | ||
| others | 81 (67.5) | ||
| Game | role playing | 6 (5.0) | |
| arcade | 5 (4.2) | ||
| simulation | 4 (3.3) | ||
| others | 105 (87.5) | ||
| Time spent on hobby | ≤1 h | 18 (15.0) | |
| 1–2 h | 21 (17.5) | ||
| 2–3 h | 13 (10.8) | ||
| 3–4 h | 12 (10.0) | ||
| >4 h | 10 (8.3) | ||
| others | 46 (38.4) |
Level of virtual reality media technology recognition, media characteristics, learning effect, satisfaction, learning necessity, and continuous use intention.
| Variables | Range | Min | Max | M ± SD | Item M ± SD | |
|---|---|---|---|---|---|---|
| Virtual reality media technology recognition | 5–25 | 13.00 | 25.00 | 19.82 ± 2.52 | 3.96 ± 0.51 | |
| Virtual reality media characteristics | Sensory immersion | 4–20 | 4.00 | 20.00 | 13.54 ± 2.90 | 3.39 ± 0.73 |
| Realism | 4–20 | 4.00 | 20.00 | 14.93 ± 2.95 | 3.73 ± 0.74 | |
| Learning effect | 5–25 | 12.00 | 25.00 | 20.34 ± 2.96 | 4.07 ± 0.59 | |
| Learning satisfaction | 4–20 | 9.00 | 20.00 | 16.57 ± 2.48 | 4.14 ± 0.62 | |
| Learning necessity | 0–10 | 2.00 | 10.00 | 7.15 ± 1.66 | ||
| Intention to use continuously | 0–10 | 1.00 | 10.00 | 7.19 ± 1.77 | ||
Differences in learning effect and learning satisfaction according to the general characteristics of subjects.
| Characteristics | Categories | Learning Effect | Learning Satisfaction | ||
|---|---|---|---|---|---|
| Mean ± SD | t or F( | Mean ± SD | t or F( | ||
| Gender | Male | 21.32 ± 2.81 | 1.88 (0.063) | 17.48 ± 2.43 | 2.10 (0.038 *) |
| Female | 20.08 ± 2.96 | 16.33 ± 2.45 | |||
| Age (/year) | ≤21 | 20.13 ± 3.48 | 1.77 (0.156) | 16.50 ± 2.78 | 1.98 (0.122) |
| 22–23 | 19.94 ± 3.05 | 16.22 ± 2.60 | |||
| 24–25 | 21.59 ± 2.79 | 17.68 ± 1.96 | |||
| ≥26 | 20.41 ± 2.44 | 16.55 ± 2.26 | |||
| Marital status | No | 20.31 ± 2.96 | −0.35 (0.731) | 16.51 ± 2.51 | −0.73 (0.464) |
| Yes | 20.64 ± 3.11 | 17.09 ± 2.17 | |||
| Religion | No | 20.14 ± 2.97 | −1.07 (0.287) | 16.44 ± 2.44 | −0.81 (0.422) |
| Yes | 20.75 ± 2.93 | 16.83 ± 2.56 | |||
| Pocket money (/month) | <100,000 won | 22.50 ± 3.54 | 2.02 (0.116) | 17.00 ± 1.41 | 0.94 (0.423) |
| 10–190,000 won | 18.13 ± 4.09 | 15.25 ± 3.50 | |||
| 20–290,000 won | 20.28 ± 2.23 | 16.90 ± 2.21 | |||
| ≥300,000 won | 20.53 ± 3.01 | 16.57 ± 2.48 | |||
| Arbeit | No | 20.40 ± 2.84 | 0.35 (0.726) | 16.50 ± 2.51 | −0.38 (0.705) |
| Yes | 20.20 ± 3.23 | 16.68 ± 2.46 | |||
| Subjective health | Very good | 23.00 ± 0.00 | 0.24 (0.916) | 20.00 ± 0.00 | 0.92 (0.456) |
| Good | 20.16 ± 2.67 | 15.95 ± 2.66 | |||
| Moderate | 20.26 ± 3.12 | 16.48 ± 2.07 | |||
| Bad | 20.40 ± 2.69 | 16.84 ± 2.52 | |||
| Very bad | 20.55 ± 4.03 | 16.64 ± 3.50 | |||
| Disease | No disease | 20.23 ± 3.02 | 0.66 (0.576) | 16.55 ± 2.46 | 1.32 (0.272) |
| physical disease | 21.00 ± 2.85 | 16.91 ± 2.56 | |||
| mental disease | 19.50 ± 0.71 | 16.00 ± 0.00 | |||
| physical & mental disease | 18.00 ± 0.00 | 12.00± 0.00 | |||
| Smartphone | YouTube | 20.80 ± 3.56 | 0.78 (0.510) | 16.76 ± 3.22 | 0.63 (0.599) |
| chatting | 20.33 ± 2.78 | 16.22 ± 1.72 | |||
| searching | 18.60 ± 2.19 | 15.20 ± 1.79 | |||
| others | 20.31 ± 2.82 | 16.63 ± 2.33 | |||
Note: * p < 0.05.
Relationship between the learning effects of virtual reality media and the study’s parameters.
| Variables | r ( | |||||||
|---|---|---|---|---|---|---|---|---|
| (1) | (2) | (3) | (4) | (5) | (6) | (7) | ||
| Media technology recognition (1) | 1 | |||||||
| Media Characteristics | Sensory Immersion (2) | 0.29 | 1 | |||||
| Realism (3) | 0.30 | 0.64 | 1 | |||||
| Learning Effect (4) | 0.56 | 0.34 | 0.35 | 1 | ||||
| Learning Satisfaction (5) | 0.58 | 0.23 | 0.34 | 0.77 | 1 | |||
| Learning Necessity (6) | 0.48 | 0.27 | 0.29 | 0.56 | 0.57 | 1 | ||
| Intention to use continuously (7) | 0.46 | 0.19 | 0.25 | 0.60 | 0.65 | 0.67 | 1 | |
| Personality traits | Neuroticism | −0.10 | −0.00 | −0.11 | −0.00 | −0.06 | −0.11 | −0.15 |
| Openness | 0.16 | 0.10 | 0.08 | 0.25 | 0.26 | 0.19 | 0.25 | |
| Conscientiousness | 0.18 | 0.12 | 0.02 | 0.20 | 0.17 | 0.20 | 0.24 | |
| Extraversion | 0.15 | 0.01 | −0.06 | 0.28 | 0.21 | 0.05 | 0.15 | |
| Affinity | 0.10 | 0.01 | −0.03 | 0.00 | 0.09 | −0.01 | −0.01 | |
Factors Influencing the Learning Effects of Virtual Reality Media.
| Variables | B | SE | β | t |
|
|---|---|---|---|---|---|
| (Constant) | 2.008 | 1.423 | 1.411 | 0.161 | |
| Learning Satisfaction | 0.701 | 0.089 | 0.587 | 7.913 | 0.000 |
| Sensory Immersion | 0.195 | 0.058 | 0.191 | 3.362 | 0.001 |
| Intention to use continuously | 0.274 | 0.121 | 0.164 | 2.260 | 0.026 |
| Extraversion | 0.125 | 0.056 | 0.127 | 2.245 | 0.027 |
Adj.R2 = 63.9, F = 53.607, p < 0.001.