Abstract
360° photos can be used to place learners into different environments augmented with additional information in the form of virtual overlays. This way, more information can be provided than usually, resembling context-based augmented reality (AR). Both contextuality and interactivity are important aspects when it comes to AR- and 360° photo-based learning environments. To find out more about the specific impact context and interaction with the learning material have in an augmented 360° photo environment, we conducted an experimental 2 × 2 between-subjects design with the factors context (visible vs. non visible) and interaction (learner vs. system control) with N = 138 participants. We examined variables concerning immersion, motivation and learning outcome. Concerning immersion, we found a large positive main effect of learner control. Concerning motivation, we found positive main effects of context visibility and learner control. For a subfactor of motivation, satisfaction, we found an interaction effect showing a disadvantage of non-visible context and system control in comparison to all other conditions. We found no effects on learning outcome. We discuss the limitations and implications of the study considering the theoretical background.
Access this chapter
Tax calculation will be finalised at checkout
Purchases are for personal use only
References
Ranieri, M., Luzzi, D., Cuomo, S., Bruni, I.: If and how do 360° videos fit into education settings? Results from a scoping review of empirical research. J. Comput. Assist. Learn. 38, 1199–1219 (2022). https://doi.org/10.1111/jcal.12683
Ulrich, F., Helms, N.H., Frandsen, U.P., Rafn, A.V.: Learning effectiveness of 360° video: experiences from a controlled experiment in healthcare education. Interact. Learn. Environ. 29, 98–111 (2021). https://doi.org/10.1080/10494820.2019.1579234
Kosko, K.W., Ferdig, R.E., Zolfaghari, M.: Preservice teachers’ professional noticing when viewing standard and 360 video. J. Teach. Educ. 72, 284–297 (2021). https://doi.org/10.1177/0022487120939544
Arvaniti, P.A., Fokides, E.: Evaluating the effectiveness of 360 videos when teaching primary school subjects related to environmental education. JPR. 4, 203–222 (2020). https://doi.org/10.33902/JPR.2020063461
Pirker, J., Dengel, A.: The potential of 360° virtual reality videos and real VR for education—a literature review. IEEE Comput. Graph. Appl. 41, 76–89 (2021). https://doi.org/10.1109/MCG.2021.3067999
Arents, V., de Groot, P.C.M., Struben, V.M.D., van Stralen, K.J.: Use of 360° virtual reality video in medical obstetrical education: a quasi-experimental design. BMC Med. Educ. 21, 202 (2021). https://doi.org/10.1186/s12909-021-02628-5
Eiris, R., Gheisari, M., Esmaeili, B.: PARS: using augmented 360-degree panoramas of reality for construction safety training. Int. J. Environ. Res. Public Health. 15, 2452 (2018). https://doi.org/10.3390/ijerph15112452
Choi, K., Yoon, Y.-J., Song, O.-Y., Choi, S.-M.: Interactive and immersive learning using 360° virtual reality contents on mobile platforms. Mob. Inf. Syst. 1–12 (2018). https://doi.org/10.1155/2018/2306031
Milgram, P., Takemura, H., Utsumi, A., Kishino, F.: Augmented reality: a class of displays on the reality-virtuality continuum. In: SPIE 2351: Telemanipulator and Telepresence Technologies, pp. 282–292. Boston, MA, USA (1994)
Krüger, J.M., Buchholz, A., Bodemer, D.: Augmented reality in education: three unique characteristics from a user’s perspective. In: Chang, M., So, H.-J., Wong, L.-H., Yu, F.-Y., Shih, J.L. (eds.) Proceedings of the 27th International Conference on Computers in Education, pp. 412–422. Asia-Pacific Society for Computers in Education, Taiwan (2019)
Torres, A., et al.: A 360 video editor framework for interactive training. In: 2020 IEEE 8th International Conference on Serious Games and Applications for Health (SeGAH), pp. 1–7. IEEE, Vancouver, BC, Canada (2020)
Harun, N.Z., Mahadzir, S.Y.: 360° virtual tour of the traditional malay house as an effort for cultural heritage preservation. IOP Conf. Ser.: Earth Environ. Sci. 764, 012010 (2021). https://doi.org/10.1088/1755-1315/764/1/012010
Scheiter, K.: The learner control principle in multimedia learning. In: Fiorella, L., Mayer, R.E. (eds.) The Cambridge Handbook of Multimedia Learning, pp. 418–429. Cambridge University Press, Cambridge (2021)
Dengel, A., Mägdefrau, J.: Immersive learning explored: subjective and objective factors influencing learning outcomes in immersive educational virtual environments. In: Lee, M.J.W., et al. (eds.) 2018 IEEE International Conference on Teaching, Assessment, and Learning for Engineering (TALE), pp. 608–615 (2018)
Makransky, G., Petersen, G.B.: The cognitive affective model of immersive learning (CAMIL): a theoretical research-based model of learning in immersive virtual reality. Educ. Psychol. Rev. 33, 937–958 (2021). https://doi.org/10.1007/s10648-020-09586-2
Witmer, B.G., Singer, M.J.: Measuring presence in virtual environments: a presence questionnaire. Presence: Teleoperators Virtual Environ. 7, 225–240 (1998). https://doi.org/10.1162/105474698565686
Slater, M., Wilbur, S.: A framework for immersive virtual environments (FIVE): speculations on the role of presence in virtual environments. Presence: Teleoperators Virtual Environ. 6, 603–616 (1997). https://doi.org/10.1162/pres.1997.6.6.603
Georgiou, Y., Kyza, E.A.: The development and validation of the ARI questionnaire: an instrument for measuring immersion in location-based augmented reality settings. Int. J. Hum.-Comput. St. 98, 24–37 (2017). https://doi.org/10.1016/j.ijhcs.2016.09.014
Dengel, A.: What is immersive learning? In: Dengel, A., et al. (eds.) 2022 8th International Conference of the Immersive Learning Research Network (iLRN), pp. 1–5 (2022)
Makransky, G.: The immersion principle in multimedia learning. In: Fiorella, L., Mayer, R.E. (eds.) The Cambridge Handbook of Multimedia Learning, pp. 296–303. Cambridge University Press, Cambridge (2021)
Cheng, M.-T., She, H.-C., Annetta, L.A.: Game immersion experience: its hierarchical structure and impact on game-based science learning. J. Comput. Assist. Learn. 31, 232–253 (2015). https://doi.org/10.1111/jcal.12066
Georgiou, Y., Kyza, E.A.: Investigating immersion in relation to students’ learning during a collaborative location-based augmented reality activity. In: Smith, B.K., Borge, M., Mercier, E., Lim, K.Y. (eds.) 12th International Conference on Computer Supported Collaborative Learning (CSCL) 2017, vol. 1, pp. 423–430. International Society of the Learning Sciences, Philadelphia, PA (2017)
Georgiou, Y., Kyza, E.A.: Relations between student motivation, immersion and learning outcomes in location-based augmented reality settings. Comput. Hum. Behav. 89, 173–181 (2018). https://doi.org/10.1016/j.chb.2018.08.011
Georgiou, Y., Kyza, E.A.: A design-based approach to augmented reality location-based activities: investigating immersion in relation to student learning. In: Proceedings of the 16th World Conference on Mobile and Contextual Learning, pp. 1–8. Association for Computing Machinery, New York, NY, USA (2017)
Mayer, R.E.: 18 Immersion principle. In: Multimedia Learning. Cambridge University Press, Cambridge (2020)
Beck, D., Morgado, L., Shea, P.: Finding the gaps about uses of immersive learning environments: a survey of surveys. JUCS – J. Univ. Comput. Sci. 26(8), 1043–1073 (2020). https://doi.org/10.3897/jucs.2020.055
Eccles, J.S., Wigfield, A.: Motivational beliefs, values, and goals. Annu. Rev. Psychol. 53, 109–132 (2002). https://doi.org/10.1146/annurev.psych.53.100901.135153
Schrader, C., Kalyuga, S., Plass, J.L.: Motivation and affect in multimedia learning. In: Mayer, R.E., Fiorella, L. (eds.) The Cambridge Handbook of Multimedia Learning. pp. 121–131. Cambridge University Press, Cambridge (2021)
Keller, J.M.: Motivational Design for Learning and Performance. Springer, Boston (2010)
Garzón, J., Pavón, J., Baldiris, S.: Systematic review and meta-analysis of augmented reality in educational settings. Virtual Reality 23, 447–459 (2019). https://doi.org/10.1007/s10055-019-00379-9
Akçayır, M., Akçayır, G.: Advantages and challenges associated with augmented reality for education: a systematic review of the literature. Educ. Res. Rev. 20, 1–11 (2017). https://doi.org/10.1016/j.edurev.2016.11.002
Domagk, S., Schwartz, R.N., Plass, J.L.: Interactivity in multimedia learning: an integrated model. Comput. Hum. Behav. 26, 1024–1033 (2010). https://doi.org/10.1016/j.chb.2010.03.003
Mayer, R.E.: Incorporating motivation into multimedia learning. Learn. Instr. 29, 171–173 (2014). https://doi.org/10.1016/j.learninstruc.2013.04.00
Paas, F., Tuovinen, J.E., van Merriënboer, J.J.G., Aubteen Darabi, A.: A motivational perspective on the relation between mental effort and performance: optimizing learner involvement in instruction. ETR&D. 53, 25–34 (2005). https://doi.org/10.1007/BF02504795
Loorbach, N., Peters, O., Karreman, J., Steehouder, M.: Validation of the instructional materials motivation survey (IMMS) in a self-directed instructional setting aimed at working with technology. Br. J. Educ. Technol. 46, 204–218 (2015). https://doi.org/10.1111/bjet.12138
Acknowledgments
We thank Maren Wodara for material creation and data collection in collaboration with co-author Mariam Koch as part of their bachelor’s theses.
Author information
Authors and Affiliations
Corresponding author
Editor information
Editors and Affiliations
Rights and permissions
Copyright information
© 2024 The Author(s), under exclusive license to Springer Nature Switzerland AG
About this paper
Cite this paper
Krüger, J.M., Koch, M., Bodemer, D. (2024). The Role of Context and Interaction When Learning With Augmented 360° Photos. In: Bourguet, ML., Krüger, J.M., Pedrosa, D., Dengel, A., Peña-Rios, A., Richter, J. (eds) Immersive Learning Research Network. iLRN 2023. Communications in Computer and Information Science, vol 1904. Springer, Cham. https://doi.org/10.1007/978-3-031-47328-9_1
Download citation
DOI: https://doi.org/10.1007/978-3-031-47328-9_1
Published:
Publisher Name: Springer, Cham
Print ISBN: 978-3-031-47327-2
Online ISBN: 978-3-031-47328-9
eBook Packages: Computer ScienceComputer Science (R0)