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Published on: August 26, 2018
Investigating social comparison behaviour in an immersive virtual reality classroom based on eye-movement data
Lisa Hasenbein1, Philipp Stark2, Ulrich Trautwein2
1Hector Research Institute of Education Sciences and Psychology, University of Tübingen, Europastraße 6, 72072, Tübingen, Germany. lisa.hasenbein@uni-tuebingen.de.
Students comparing themselves to high-achieving peers can lower their academic self-evaluations. Eye-tracking in a virtual classroom showed students actively processed peer behavior, linking attention to social comparison information with lower self-views.
Area of Science:
- Educational Psychology
- Cognitive Psychology
- Human-Computer Interaction
Background:
- The Big-Fish-Little-Pond Effect describes how high-achieving peers negatively impact students' academic self-evaluations.
- Social comparison theory suggests students compare themselves to classmates, but the precise mechanisms in classrooms are unclear.
- Existing research lacks detailed insights into how students actively process social comparison information during learning.
Purpose of the Study:
- To investigate the extent to which students actively attend to and respond to social comparison information.
- To examine the role of peers' achievement-related behavior in shaping students' self-evaluations.
- To leverage immersive virtual reality (IVR) for controlled observation of classroom social dynamics.
Main Methods:
- Utilized an immersive virtual reality (IVR) classroom with 353 sixth-grade students.
- Experimentally manipulated virtual classmates' achievement-related behavior (e.g., hand-raising).
- Collected eye-tracking and gaze data to measure attention to social comparison information.
Main Results:
- Eye-tracking data confirmed students actively processed social comparison information from virtual peers.
- Increased attention to social comparison information (more frequent, longer gaze durations) correlated with less favorable self-evaluations.
- The study provides empirical evidence for the active processing of social comparison cues in a classroom setting.
Conclusions:
- Immersive virtual reality environments offer powerful tools for studying authentic classroom behaviors with experimental control.
- Students' attention to peers' academic performance directly influences their self-perceptions.
- Findings advance our understanding of social comparison processes in educational settings and highlight potential applications of IVR research.
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