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dc.contributor.authorMiguel Alonso, Inés 
dc.contributor.authorCheca Cruz, David 
dc.contributor.authorGuillén Sanz, Henar 
dc.contributor.authorBustillo Iglesias, Andrés 
dc.date.accessioned2024-01-22T12:46:28Z
dc.date.available2024-01-22T12:46:28Z
dc.date.issued2024-01
dc.identifier.issn1359-4338
dc.identifier.urihttp://hdl.handle.net/10259/8424
dc.description.abstractIn this study, the novelty effect or initial fascination with new technology is addressed in the context of an immersive Virtual Reality (iVR) experience. The novelty effect is a significant factor contributing to low learning outcomes during initial VR learning experiences. The aim of this research is to measure the effectiveness of a tutorial at mitigating the novelty effect of iVR learning environments among first-year undergraduate students. The iVR tutorial forms part of the iVR learning experience that involves the assembly of a personal computer, while learning the functions of the main components. 86 students participated in the study, divided into a Control group (without access to the tutorial) and a Treatment group (completing the tutorial). Both groups showed a clear bimodal distribution in previous knowledge, due to previous experience with learning topics, giving us an opportunity to compare tutorial effects with students of different backgrounds. Pre- and post-test questionnaires were used to evaluate the experience. The analysis included such factors as previous knowledge, usability, satisfaction, and learning outcomes categorized into remembering, understanding, and evaluation. The results demonstrated that the tutorial significantly increased overall satisfaction, reduced the learning time required for iVR mechanics, and improved levels of student understanding, and evaluation knowledge. Furthermore, the tutorial helped to homogenize group behavior, particularly benefiting students with less previous experience in the learning topic. However, it was noted that a small number of students still received low marks after the iVR experience, suggesting potential avenues for future research.en
dc.description.sponsorshipSpecial thanks to Prof. Dr. Juan J. Rodriguez from the University of Burgos for his kind-spirited and useful advice. This work was partially supported by the ACIS project (Reference Number INVESTUN/21/BU/0002) of the Consejeria de Empleo e Industria of the Junta de Castilla y León (Spain), the Erasmus+ RISKREAL Project (2020-1-ES01-KA204-081847) of the European Commission, and the HumanAid Project (TED2021-129485B-C43) of the Proyectos Estratégicos Orientados a la Transición Ecológica y Digital of the Spanish Ministry of Science and Innovation. Open Access funding provided thanks to the CRUE-CSIC agreement with Springer Nature.en
dc.format.mimetypeapplication/pdf
dc.language.isoenges
dc.publisherSpringeren
dc.relation.ispartofVirtual Reality. 2024, V. 28, 27es
dc.rightsAtribución 4.0 Internacional*
dc.rights.urihttp://creativecommons.org/licenses/by/4.0/*
dc.subjectHead-mounted displayen
dc.subjectLearningen
dc.subjectNovelty effecten
dc.subjectSerious gamesen
dc.subjectTutorialen
dc.subjectVirtual Realityen
dc.subject.otherInformáticaes
dc.subject.otherComputer scienceen
dc.titleEvaluation of the novelty effect in immersive Virtual Reality learning experiencesen
dc.typeinfo:eu-repo/semantics/articlees
dc.rights.accessRightsinfo:eu-repo/semantics/openAccesses
dc.relation.publisherversionhttps://doi.org/10.1007/s10055-023-00926-5es
dc.identifier.doi10.1007/s10055-023-00926-5
dc.identifier.essn1434-9957
dc.journal.titleVirtual Realityen
dc.volume.number28es
dc.issue.number1es
dc.type.hasVersioninfo:eu-repo/semantics/publishedVersiones


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