Investigating learning outcomes and subjective experiences in 360-degree videos

Volume: 128, Pages: 256 - 268
Published: Jan 1, 2019
Abstract
Virtual Reality experiences, particularly the 360-degree video, have become popular in recent years for creating immersive educational experiences. However, much is still unknown regarding the educational effectiveness of this medium. Here we examined pre-to-post changes in well-being, simulator sickness, and learning outcomes across four devices of varying levels of immersion: a smartphone, Google Cardboard, Oculus Rift DK2, and Oculus CV1...
Paper Details
Title
Investigating learning outcomes and subjective experiences in 360-degree videos
Published Date
Jan 1, 2019
Volume
128
Pages
256 - 268
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