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Online Explorative Study on the Learning Uses of Virtual Reality Among Early Adopters
Published on: November 22, 2019
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Affording Social Experience for Adolescents Using Immersive Virtual Reality: A Moderated Mediation Analysis
1Faculty of Artificial Intelligence in Education, Central China Normal University, Wuhan 430079, China.
Children (Basel, Switzerland)
|November 27, 2024
Summary
Technology acceptance in immersive virtual reality (IVR) games enhances social experience through presence, collective efficacy, and group effectiveness. Social-emotional competence did not moderate these effects in adolescents.
Area of Science:
- Educational Technology
- Human-Computer Interaction
- Virtual Reality
Background:
- Immersive virtual reality (IVR) offers high-fidelity simulations for enriched social experiences in adolescents.
- This study focuses on a multi-user IVR collaborative game using SLAM-based tracking.
- Explores technology acceptance's impact on social experience, mediated by presence, collective efficacy, and group effectiveness, with a focus on social-emotional competence (SEC).
Purpose of the Study:
- To design and develop a multi-user IVR collaborative game for fostering social experience.
- To investigate the mediating role of presence, collective efficacy, and group effectiveness.
- To examine the moderating effect of social-emotional competence (SEC) on technology acceptance and social experience.
Main Methods:
- A total of 104 seventh graders participated, with 87 valid responses collected.
- Utilized a multi-user IVR collaborative game with SLAM-based inside-out tracking.
- Employed questionnaire-based data collection to assess technology acceptance, presence, collective efficacy, group effectiveness, and social experience.
Main Results:
- Technology acceptance positively influenced social experience both directly and indirectly.
- A significant mediation pathway was identified: technology acceptance → presence → collective efficacy → group effectiveness → social experience.
- Social-emotional competence (SEC) did not moderate the relationships between technology acceptance and social experience or group effectiveness.
Conclusions:
- Technology acceptance is a key driver of social experience in IVR collaborative games.
- The findings suggest a pathway through which IVR can enhance social skills.
- Results inform the development of targeted IVR interventions for social-emotional learning in young people.
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