The past decade has seen remarkable advancements in Virtual Reality (VR) technology, driven by the increased number of affordable devices and enhanced processing power. This technological progress has allowed more realistic and interactive virtual worlds. VR offers a unique opportunity to immerse learners in dynamic, multisensory environments, promoting experiential and interactive learning. By offering highly engaging and interactive educational experiences, VR can improve motivation and knowledge retention, facilitating the understanding of complex topics. However, the effectiveness of VR in education is still under debate, and the impact of immersion levels on learning outcomes is not yet fully understood. This dissertation investigates the relationship between immersion levels and learning outcomes in educational VR. Specifically, it explores how varying levels of immersion influence learning outcomes across various educational contexts, aiming to propose a structured taxonomy of VR-based learning. This dissertation is based on the Cognitive Affective Model of Immersive Learning (CAMIL) framework, which identifies immersion and agency as two fundamental factors influencing learning in digital environemnts. The research begins with a comprehensive review of existing literature on VR-based learning, and the categorization of VR systems based on immersion level. Building on these foundations, a series of case study are presented, each designed ot assess the effectiveness of varying level of immersion in enhancing learning outcomes and designing proper interaction strategies for learning tasks. These case studies span diverse subjects, including STEM, cultural heritage, environmental awareness, and interaction design. The findings contribute to a deeper understanding of the impact of immersion on learning outcomes, and the benefits VR brings to the educational field.
Nell'ultimo decennio la Realtà Virtuale (VR) ha compiuto notevoli progressi, grazie alla diffusione di dispositivi più accessibili e all'aumento della potenza di calcolo. Questi progressi tecnologici hanno reso possibili mondi virtuali più realistici e interattivi. La VR offre l'opportunità di immergere gli studenti in ambienti dinamici e multisensoriali, favorendo l'apprendimento esperienziale. Proponendo esperienze didattiche coinvolgenti e interattive, la VR può aumentare la motivazione e l'apprendimento, facilitando la comprensione di argomenti complessi. Tuttavia, l'efficacia della VR nell'istruzione è ancora oggetto di dibattito e l'impatto dei livelli di immersione sui risultati dell'apprendimento non è ancora del tutto chiaro. Questa tesi indaga la relazione tra i livelli di immersione e i risultati dell'apprendimento nella VR educativa. In particolare, esplora come i diversi livelli di immersione influenzino i risultati dell'apprendimento in vari contesti educativi, con l'obiettivo di proporre una tassonomia strutturata dell'apprendimento basato sulla VR. Questa tesi si basa sul Cognitive Affective Model of Immersive Learning (CAMIL), che identifica l'immersione e l'agency come due fattori fondamentali che influenzano l'apprendimento negli ambienti digitali. La ricerca inizia con una revisione della letteratura esistente sull'apprendimento basato sulla VR e sulla categorizzazione dei sistemi VR in base al livello di immersione. Partendo da queste basi, viene presentata una serie di casi di studio, ognuno dei quali è stato progettato per valutare l'efficacia di diversi livelli di immersione nel migliorare i risultati dell'apprendimento e nel progettare strategie di interazione adeguate per i compiti di apprendimento. Questi casi di studio coprono diverse materie, tra cui fisica, storia, consapevolezza ambientale e design dell'interazione. I risultati contribuiscono a una comprensione più approfondita dell'impatto dell'immersione sui risultati dell'apprendimento e dei benefici che la VR apporta al settore educativo.
Educational technologies in the immersive age: the role of immersion and control factors in VR learning
Boffi, Paolo
2024/2025
Abstract
The past decade has seen remarkable advancements in Virtual Reality (VR) technology, driven by the increased number of affordable devices and enhanced processing power. This technological progress has allowed more realistic and interactive virtual worlds. VR offers a unique opportunity to immerse learners in dynamic, multisensory environments, promoting experiential and interactive learning. By offering highly engaging and interactive educational experiences, VR can improve motivation and knowledge retention, facilitating the understanding of complex topics. However, the effectiveness of VR in education is still under debate, and the impact of immersion levels on learning outcomes is not yet fully understood. This dissertation investigates the relationship between immersion levels and learning outcomes in educational VR. Specifically, it explores how varying levels of immersion influence learning outcomes across various educational contexts, aiming to propose a structured taxonomy of VR-based learning. This dissertation is based on the Cognitive Affective Model of Immersive Learning (CAMIL) framework, which identifies immersion and agency as two fundamental factors influencing learning in digital environemnts. The research begins with a comprehensive review of existing literature on VR-based learning, and the categorization of VR systems based on immersion level. Building on these foundations, a series of case study are presented, each designed ot assess the effectiveness of varying level of immersion in enhancing learning outcomes and designing proper interaction strategies for learning tasks. These case studies span diverse subjects, including STEM, cultural heritage, environmental awareness, and interaction design. The findings contribute to a deeper understanding of the impact of immersion on learning outcomes, and the benefits VR brings to the educational field.| File | Dimensione | Formato | |
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Main_Thesis.pdf
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https://hdl.handle.net/10589/241797