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2022-05-23
Chang, Xinyu, Wu, Bian.  2021.  Effects of Immersive Spherical Video-based Virtual Reality on Cognition and Affect Outcomes of Learning: A Meta-analysis. 2021 International Conference on Advanced Learning Technologies (ICALT). :389–391.
With the advancement of portable head-mounted displays, interest in educational application of immersive spherical video-based virtual reality (SVVR) has been emerging. However, it remains unclear regarding the effects of immersive SVVR on cognitive and affective outcomes. In this study, we retrieved 58 learning outcomes from 16 studies. A meta-analysis was performed using the random effects model to calculate the effect size. Several important moderators were also examined such as control group treatment, learning outcome type, interaction functionality, content instruction, learning domain, and learner's stage. The results show that immersive SVVR is more effective than other instructional conditions with a medium effect size. The key findings of the moderator analysis are that immersive SVVR has a greater impact on affective outcomes, as well as under the conditions that learning system provides interaction functionality or integrates with content instruction before virtual exploratory learning.
2020-11-04
Zeng, Z., Deng, Y., Hsiao, I., Huang, D., Chung, C..  2018.  Improving student learning performance in a virtual hands-on lab system in cybersecurity education. 2018 IEEE Frontiers in Education Conference (FIE). :1—5.

This Research Work in Progress paper presents a study on improving student learning performance in a virtual hands-on lab system in cybersecurity education. As the demand for cybersecurity-trained professionals rapidly increasing, virtual hands-on lab systems have been introduced into cybersecurity education as a tool to enhance students' learning. To improve learning in a virtual hands-on lab system, instructors need to understand: what learning activities are associated with students' learning performance in this system? What relationship exists between different learning activities? What instructors can do to improve learning outcomes in this system? However, few of these questions has been studied for using virtual hands-on lab in cybersecurity education. In this research, we present our recent findings by identifying that two learning activities are positively associated with students' learning performance. Notably, the learning activity of reading lab materials (p \textbackslashtextless; 0:01) plays a more significant role in hands-on learning than the learning activity of working on lab tasks (p \textbackslashtextless; 0:05) in cybersecurity education.In addition, a student, who spends longer time on reading lab materials, may work longer time on lab tasks (p \textbackslashtextless; 0:01).