The use of immersive 360° videos for foreign language learning: a study on usage and efficacy among high-school students

Published on Jan 7, 2021in Interactive Learning Environments
· DOI :10.1080/10494820.2020.1863234
Claudia Repetto17
Estimated H-index: 17
(UCSC: Catholic University of the Sacred Heart),
Anna Flavia Di Natale1
Estimated H-index: 1
(University of Milano-Bicocca)
+ 3 AuthorsGiuseppe Riva2
Estimated H-index: 2
(UCSC: Catholic University of the Sacred Heart)
The large-scale diffusion of tablets and smartphones in the last decades offered new opportunities to broaden educational strategies. In particular, the Mobile-Assisted Language Learning (MALL) eme...
#1Frank Ulrich (DTU: Technical University of Denmark)H-Index: 2
#2Niels Henrik HelmsH-Index: 2
Last. Anne Vollen RafnH-Index: 1
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ABSTRACTRecent advances in virtual reality (VR) technologies provide new opportunities for e-learning by giving the students an increased sense of presence. One of the VR technologies recently intr...
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Last. Morris Siu-Yung Jong (CUHK: The Chinese University of Hong Kong)H-Index: 15
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ABSTRACTWith the continuous development and innovation of information technology, virtual reality (VR) has become an important topic of education technology in recent years. VR is not only applied ...
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#1Antigoni Parmaxi (CUT: Cyprus University of Technology)H-Index: 8
The increasing popularity of Virtual Reality (VR) has provoked scholars’ and educators’ interest to explore its potential as a learning environment for various fields of education. Along this line,...
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Learning a second language (L2) presents a significant challenge to many people in adulthood. Platforms for effective L2 instruction have been developed in both academia and the industry. While real-life (RL) immersion is often lauded as a particularly effective L2 learning platform, little is known about the features of immersive contexts that contribute to the L2 learning process. Immersive virtual reality (iVR) offers a flexible platform to simulate an RL immersive learning situation, while a...
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#1Michael A. Rupp (UCF: University of Central Florida)H-Index: 10
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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 using a space-themed 360° educational video. M...
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#1Silvia Serino (UCSC: Catholic University of the Sacred Heart)H-Index: 25
#2Claudia Repetto (UCSC: Catholic University of the Sacred Heart)H-Index: 17
How best to measure memory in a reliable and valid way has been intensely debated in neuropsychological literature. Specifically, classical neuropsychological tests often fail to predict real-life performance or capture the multifaceted nature of memory function. To solve these issues, there has been a growing emphasis on the use of more ecological memory assessment. In this scenario, several Virtual Reality based tools have been developed to evaluate memory function. The aim of the current pers...
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#1Daniela Villani (UCSC: Catholic University of the Sacred Heart)H-Index: 19
#2Laura MorgantiH-Index: 2
Last. Giuseppe RivaH-Index: 88
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Abstract: The tablet PC represents a very popular mobile computing device, and together with other technologies it is changing the world of education. This study aimed to explore the acceptance of tablet PC of Italian high school students in order to outline the typical students' profiles and to compare the acceptance conveyed in two types of use (learning and communicative activities at school). Data were collected using an online survey that was filled out by students at home. Two hundred and ...
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#1Chelsea EkstrandH-Index: 1
#1Chelsea EkstrandH-Index: 7
Last. Ivar MendezH-Index: 30
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BACKGROUND: Spatial 3-dimensional understanding of the brain is essential to learning neuroanatomy, and 3-dimensional learning techniques have been proposed as tools to enhance neuroanatomy training. The aim of this study was to examine the impact of immersive virtual-reality neuroanatomy training and compare it to traditional paper-based methods. METHODS: In this randomized controlled study, participants consisted of first- or second-year medical students from the University of Saskatchewan rec...
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#1Stefano Cacciamani (University of Valle)H-Index: 7
#2Daniela Villani (UCSC: Catholic University of the Sacred Heart)H-Index: 19
Last. Emanuela Confalonieri (UCSC: Catholic University of the Sacred Heart)H-Index: 13
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AbstractTo maximize the advantages of the tablet personal computer (TPC) at school, this technology needs to be accepted by students as new tool for learning. With reference to the Technology Acceptance Model and the Unified Theory of Acceptance and Use of Technology, the aims of this study were (a) to analyze factors influencing high school students' acceptance of TPCs and (b) to detect any difference in this influence considering the frequency of TPC use, students' gender, and school grade. Tw...
18 CitationsSource
#1Jocelyn Parong (UCSB: University of California, Santa Barbara)H-Index: 7
#2Richard E. Mayer (UCSB: University of California, Santa Barbara)H-Index: 154
The goals of the study were (a) to compare the instructional effectiveness of immersive virtual reality (VR) versus a desktop slideshow as media for teaching scientific knowledge, and (b) to examine the efficacy of adding a generative learning strategy to a VR lesson. In Experiment 1, college students viewed a biology lesson about how the human body works either in immersive VR or via a self-directed PowerPoint slideshow on a desktop computer. Based on interest theory, it was predicted that stud...
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Cited By1
#1Marta Orduna (UPM: Technical University of Madrid)H-Index: 4
#2Jesus Gutivrrez (UPM: Technical University of Madrid)
Last. Narciso Garcaa (UPM: Technical University of Madrid)
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This work-in-progress presents a dataset of 360degree videos, called EVENT-CLASS, with associated characteristics in the context of tele-education. The sequences (video and audio) have been captured considering several environments, lighting conditions, acquisition perspectives, and cameras, enriching the dataset. EVENT-CLASS will be helpful for numerous applications related to tele-education, including quality assessment tests, and with the aim of improving the immersive experience of remote us...