Analyzing the Impact of Note-Taking Motor Skills on Retention and Learning Outcomes through a VR Classroom

Disciplines

Educational Psychology | Educational Technology | Graphics and Human Computer Interfaces | Motor Control | Online and Distance Education

Abstract (300 words maximum)

Immersive learning experiences have been proposed to offer rich immersion and interaction, effectively addressing the distractions and low engagement commonly found in typical online learning environments. To further enhance these immersive experiences, we explore the use of VR note-taking techniques in the VR classroom, as research in neuroscience and psychology suggests that motor skills, such as note-taking, help students improve their learning by enhancing cognitive abilities and decision-making, ultimately leading to better performance. This research aims to investigate the impact of motor skills, specifically note-taking with a physical VR stylus, on learning experiences, outcomes, and retention in our VR classroom environment. We designed our study using a 2 x 1 between-subjects design. Participants will be assigned to one of two conditions: learning with a VR stylus (Stylus) and learning without a VR stylus (no-Stylus). All participants will study a short lecture video in the VR classroom using a head-mounted display (HMD). In the Stylus condition, participants will use a notetaking system with a physical stylus. The no-Stylus group will study in the VR classroom without the support of a notetaking system. At the end of the study, both groups will take a quiz to test their knowledge, followed by subjective questionnaires. Throughout the Stylus group’s notetaking process, variables such as the number of stylus strokes, the average speed of strokes, and the average amount of time spent erasing will be measured to test the correlation between motor skills and quiz performance. Through this study, we hypothesize that the Stylus group will score higher on average in the quiz and report better learning experiences compared to the no-Stylus group. Additionally, we anticipate that the Stylus group's use of the VR note-taking system will have a positive impact on retention.

Academic department under which the project should be listed

CCSE - Software Engineering and Game Development

Primary Investigator (PI) Name

Sungchul Jung

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Analyzing the Impact of Note-Taking Motor Skills on Retention and Learning Outcomes through a VR Classroom

Immersive learning experiences have been proposed to offer rich immersion and interaction, effectively addressing the distractions and low engagement commonly found in typical online learning environments. To further enhance these immersive experiences, we explore the use of VR note-taking techniques in the VR classroom, as research in neuroscience and psychology suggests that motor skills, such as note-taking, help students improve their learning by enhancing cognitive abilities and decision-making, ultimately leading to better performance. This research aims to investigate the impact of motor skills, specifically note-taking with a physical VR stylus, on learning experiences, outcomes, and retention in our VR classroom environment. We designed our study using a 2 x 1 between-subjects design. Participants will be assigned to one of two conditions: learning with a VR stylus (Stylus) and learning without a VR stylus (no-Stylus). All participants will study a short lecture video in the VR classroom using a head-mounted display (HMD). In the Stylus condition, participants will use a notetaking system with a physical stylus. The no-Stylus group will study in the VR classroom without the support of a notetaking system. At the end of the study, both groups will take a quiz to test their knowledge, followed by subjective questionnaires. Throughout the Stylus group’s notetaking process, variables such as the number of stylus strokes, the average speed of strokes, and the average amount of time spent erasing will be measured to test the correlation between motor skills and quiz performance. Through this study, we hypothesize that the Stylus group will score higher on average in the quiz and report better learning experiences compared to the no-Stylus group. Additionally, we anticipate that the Stylus group's use of the VR note-taking system will have a positive impact on retention.