PERCEIVED COGNITIVE LOAD OF EXTENDED REALITY SERIOUS EDUCATIONAL GAMES ABOUT CLIMATE CHANGE

Received: 27th August 2023 Revised: 9th November 2023, 28th November 2023, 1st December 2023 Accepted: 14th September 2023

Authors

  • Leonard Annetta Ph.D. Taft Distinguished Professor of Science Education, East Carolina University, Flanagan Bldg., Greenville, NC, 27858 USA
  • Mark Newton Ph.D. Assistant Professor of Science Education, East Carolina University, Flanagan Bldg., Greenville, NC, 27858 USA

Keywords:

Extended Reality, Climate Change, Undergraduate, Science

Abstract

Integrating extended reality (XR) into undergraduate classrooms is not a new concept. However, comparing identical content in subdomains of XR is unique.  This study compared two undergraduate courses with objectives about climate change on the Outer Banks of North Carolina coast at a large university in the Mid-Atlantic region of the United States. The purpose of these courses was to examine human and environmental impacts of global climate change in a local context. Investigating the challenges facing North Carolina barrier islands, the class took a 5-day field trip to the Outer Banks of North Carolina and visited four sites where they used augmented reality (MR) to learn about the impact on climate change at those respected locations. The comparison class immersed in virtual reality (iVR) of the four sites using the same information provided in the MR. 24 (6 MR and 18 iVR) participants completed the National Aeronautics and Space Agency Task Load Index (TLX) immediately after completion of either the respective MR or iVR based game.  Independent samples Mann-Whitney U testing rejected the null hypotheses for temporal, effort, and performance only. An explanation for possible reasons for these results are discussed.

References

Abt, C. (1970). Serious Games. New York: The Viking Press.

Allcoat, D., Hatchard, T., Azmat, F., Stansfield, K., Watson, D., & Von Mü Hlenen, A. (2021). Education in the Digital Age: Learning Experience in Virtual and Mixed Realities. Journal of Educational Computing Research, 59(5), 795–816. https://doi.org/10.1177/0735633120985120

Annetta, L. A., (2008). Serious Educational Games: From Theory to Practice. Amsterdam, The Netherlands: Sense Publishers. pp. 83. https://doi.org/10.1163/9789087903817

Chen, C. C., & Huang, P. H. (2023). The effects of STEAM-based mobile learning on learning achievement and cognitive load. Interactive Learning Environments, 31(1). https://doi.org/10.1080/10494820.2020.1761838

Chen, Y. C., Chang, Y. S., & Chuang, M. J. (2022). Virtual reality application influences cognitive load-mediated creativity components and creative performance in engineering design. Journal of Computer Assisted Learning, 38(1). https://doi.org/10.1111/jcal.12588

Climate Change Education. In Shepardson, D.P., Roychoudhury, A., & Hirsch, A.S. (Eds.). (2017). Teaching and Learning about Climate Change: A Framework for Educators (1st ed.). Routledge. https://doi.org/10.4324/9781315629841

Dolphin, G., Dutchak, A., Karchewski, B., & Cooper, J. (2019). Virtual field experiences in introductory geology: Addressing a capacity problem, but finding a pedagogical one. Journal of Geoscience Education, 67(2), 114–130. https://doi.org/10.1080/10899995.2018.1547034

Hart, S. G., & Staveland, L. E. (1988). Development of NASA-TLX (Task Load Index): Results of empirical and theoretical research. In P. A. Hancock & N. Meshkati (Eds.), Human mental workload (pp. 139–183). North-Holland. https://doi.org/10.1016/S0166-4115(08)62386-9

Huang, K. T., Ball, C., Francis, J., Ratan, R., Boumis, J., & Fordham, J. (2019). Augmented versus virtual reality in education: An exploratory study examining science knowledge retention when using augmented reality/virtual reality mobile applications. Cyberpsychology, Behavior, and Social Networking, 22(2). https://doi.org/10.1089/cyber.2018.0150

Huang, X., Huss, J., North, L., Williams, K., & Boyd-Devine, A. (2023). Cognitive and motivational benefits of a theory-based immersive virtual reality design in science learning. Computers and Education Open, 4, 100124. https://doi.org/10.1016/J.CAEO.2023.100124

Ibili, E., & Billinghurst, M. (2019). Assessing the Relationship between Cognitive Load and the Usability of a Mobile Augmented Reality Tutorial System: A Study of Gender Effects. International Journal of Assessment Tools in Education, 6(3). https://doi.org/10.21449/ijate.594749

Juliano, J. M., Schweighofer, N., & Liew, S. L. (2022). Increased cognitive load in immersive virtual reality during visuomotor adaptation is associated with decreased long-term retention and context transfer. Journal of NeuroEngineering and Rehabilitation, 19(1). https://doi.org/10.1186/s12984-022-01084-6

Mekacher, L. (2019). Augmented Reality (AR) and Virtual Reality (VR): The Future of Interactive Vocational Education And Training For People With Handicap. PUPIL: International Journal of Teaching, Education and Learning, 3(1), 118–129. https://doi.org/10.20319/pijtel.2019.31.118129

Mermer, T. (2010). The UNESCO climate change initiative. UNESCO.

Newton, M. H., & Zeidler, D. L. (2020). Developing socioscientific perspective taking. International Journal of Science Education, 42(8), 1302–1319. https://doi.org/10.1080/09500693.2020.1756515

Newton, M.H., Annetta, L.A., & Bressler, D. (2023). Using extended reality technology in traditional and place-based environments to study climate change. Journal of Science Education and Technology. https://doi.org/10.1007/s10956-023-10057-w

Nur’amalia, Y., Supriatna, M., & Ilfiandra, (2023). ONLINE LEARNING DIFFICULTIES AS IMPACT OF COVID-19 IN INDONESIA: Received: 09th August 2021; Revised: 29th November 2022, 18th January 2023; Accepted: 20th January 2023. PUPIL: International Journal of Teaching, Education and Learning, 6(3), 48–56. https://doi.org/10.20319/pijtel.2023.63.4856

Petersen, G. B., Petkakis, G., & Makransky, G. (2022). A study of how immersion and interactivity drive VR learning. Computers and Education, 179. https://doi.org/10.1016/j.compedu.2021.104429

Sadler, T. D. (2009). Situated learning in science education: Socio-scientific issues as contexts for practice. In Studies in Science Education (Vol. 45). https://doi.org/10.1080/03057260802681839

Sweller, J. (1988). Cognitive load during problem solving: Effects on learning. Cognitive Science, 12(2). https://doi.org/10.1016/0364-0213(88)90023-7

Thees, M., Kapp, S., Strzys, M. P., Beil, F., Lukowicz, P., & Kuhn, J. (2020). Effects of augmented reality on learning and cognitive load in university physics laboratory courses. Computers in Human Behavior, 108. https://doi.org/10.1016/j.chb.2020.106316

Wenk, N., Penalver-Andres, J., Buetler, K. A., Nef, T., Müri, R. M., & Marchal-Crespo, L. (2023). Effect of immersive visualization technologies on cognitive load, motivation, usability, and embodiment. Virtual Reality, 27(1). https://doi.org/10.1007/s10055-021-00565-8

Zeidler, D. L., & Newton, M. H. (2017). Using a socioscientific issues framework for climate change education: An ecojustice approach. In Teaching and learning about climate change (pp. 56-65). Routledge. https://www.taylorfrancis.com/chapters/edit/10.4324/9781315629841-5/using-socioscientific-issues-framework-climate-change-education-dana-zeidler-mark-newton

Zhao, J., LaFemina, P., Carr, J., Sajjadi, P., Wallgrun, J. O., & Klippel, A. (2020). Learning in the Field: Comparison of Desktop, Immersive Virtual Reality, and Actual Field Trips for Place-Based STEM Education. 893–902. https://doi.org/10.1109/vr46266.2020.00012

Downloads

Published

2024-06-19

How to Cite

Leonard Annetta, & Mark Newton. (2024). PERCEIVED COGNITIVE LOAD OF EXTENDED REALITY SERIOUS EDUCATIONAL GAMES ABOUT CLIMATE CHANGE: Received: 27th August 2023 Revised: 9th November 2023, 28th November 2023, 1st December 2023 Accepted: 14th September 2023. Docens Series in Education, 7, 25–43. Retrieved from https://docensjournal.org/index.php/docens/article/view/55