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
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.
Keywords
Extended Reality, Climate Change, Undergraduate, Science
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