• français
    • English
    français
  • Login
Help
View Item 
  •   Home
  • Laboratoire Angevin de Mécanique, Procédés et InnovAtion (LAMPA)
  • View Item
  • Home
  • Laboratoire Angevin de Mécanique, Procédés et InnovAtion (LAMPA)
  • View Item
JavaScript is disabled for your browser. Some features of this site may not work without it.

Implicit Learning of Professional Skills through Immersive Virtual Reality: a Media Comparison Study

Communication avec acte
Author
ccBONDESAN, Pierre
211916 Laboratoire Angevin de Mécanique, Procédés et InnovAtion [LAMPA]
ccCANAL, Audrenne
460848 Ecole d'Ingénieurs de Purpan [INP - PURPAN]
ccFLEURY, Sylvain
211916 Laboratoire Angevin de Mécanique, Procédés et InnovAtion [LAMPA]
BOISADAN, Andréa
470176 CESI : groupe d’Enseignement Supérieur et de Formation Professionnelle [CESI]
ccRICHIR, Simon
211916 Laboratoire Angevin de Mécanique, Procédés et InnovAtion [LAMPA]

URI
http://hdl.handle.net/10985/26321
DOI
10.1109/vr59515.2025.00068
Date
2025-03-08

Abstract

This study investigates the effectiveness of Immersive Virtual Reality (IVR) compared to traditional slideshow lessons in teaching implicit knowledge. For this purpose, the research focuses on professional decision-making skills in viticulture. Most existing research on immersive learning concentrates on explicit learning strategies. In contrast, this study explores the potential of IVR to foster the transfer of implicit knowledge to real-world situations.Forty third-year engineering students were randomly assigned to an IVR or a traditional slideshow group. They learned to assess vine vigour through an implicit learning phase, followed by a real-world evaluation in an actual vineyard. Learning outcomes were measured by decision-making accuracy, response time, and intrinsic motivation.The findings show that the IVR group did not significantly outperform the slideshow group in decision-making accuracy. However, the IVR group took more time to make decisions. This observation suggests an impact of immersion during the transfer to real-world situations. Additionally, the IVR group showed a higher level of intrinsic motivation than the slideshow group.These results suggest that although the immersion effect does not directly enhance learning outcomes for this cognitive objective, it does affect how knowledge is transferred to the real world. They also confirm that the positive impact of immersion is difficult to generalize and may depend on the nature of the knowledge. Still, the immersion effect significantly improves learner motivation. This consistent finding could be a key factor in long-term educational success. Further research exploring the nuanced effects of immersion on different learning strategies and educational objectives could offer new practical perspectives for the future of educational technologies.

Files in this item

Name:
LAMPA_IEEE VR_2025_BONDESAN.pdf
Size:
681.9Kb
Format:
PDF
View/Open

Collections

  • Laboratoire Angevin de Mécanique, Procédés et InnovAtion (LAMPA)

Related items

Showing items related by title, author, creator and subject.

  • Effets de stimuli externes non pertinents sur la créativité. 
    Communication avec acte
    MILLE, Charles; ccFLEURY, Sylvain; PASI, Simon; FOURNIER, Kevin; IZZOUZI, Lisa; DUCHAUSSOY, Sébastien; JEAN-LOUIS, Thomas; ccCHRISTMANN, Olivier; ccRICHIR, Simon (ARPEGE Science Publishing, 2019)
    Lors d’activités de créativité, les stimuli externes à la tâche peuvent être considérés comme potentiellement inspirants ou à l’inverse gênants. L’hypothèse de la présente étude était que les activités créatives, lorsqu’elles ...
  • I am a Genius! Influence of Virtually Embodying Leonardo da Vinci on Creative Performance 
    Article dans une revue avec comité de lecture
    ccGORISSE, Geoffrey; WELLENREITER, Simon; ccFLEURY, Sylvain; L´ECUYER, Anatole; ccRICHIR, Simon; ccCHRISTMANN, Olivier (Institute of Electrical and Electronics Engineers, 2023-10-02)
    Virtual reality (VR) provides users with the ability to substitute their physical appearance by embodying virtual characters (avatars) using head-mounted displays and motion-capture technologies. Previous research demonstrated ...
  • Comparing Creativity, User-experience and Communicability Linked to Digital Tools during the Fuzzy Phases of Innovation 
    Communication avec acte
    MILLE, Charles; ccCHRISTMANN, Olivier; ccFLEURY, Sylvain; ccRICHIR, Simon (SCITEPRESS - Science and Technology Publications, 2021)
    Innovation is defined by a range of activities having different goals but driven by the same purpose. For example, in the ending phases, the aim will be to put forward precise concepts, while upstream of innovation, the ...
  • Investigating the Impact of Visual Representations during Ideation: Towards Immersive eXperience Design 
    Communication avec acte
    PALLOT, Marc; DUPONT, Laurent; ccFLEURY, Sylvain; ARAQUE-TELLEZ, Gina; ccRICHIR, Simon (IEEE, 2021)
    While there is a plethora of publications devoted to the benefits of visualization; its drawbacks, apparently, did not receive the same attention. Nonetheless, a list of potential drawbacks exists in the current body of ...
  • The End of The Digital Generation Gap 
    Article dans une revue avec comité de lecture
    ccFLEURY, Sylvain; ccRICHIR, Simon (Scholarena, 2023)
    It is commonly accepted that the more an Information and Communication Technology (ICT) is recent the more it is suitable for young people and unsuitable for older people. However, several facts suggest that this idea is ...

Browse

All SAMCommunities & CollectionsAuthorsIssue DateCenter / InstitutionThis CollectionAuthorsIssue DateCenter / Institution

Newsletter

Latest newsletterPrevious newsletters

Statistics

Most Popular ItemsStatistics by CountryMost Popular Authors

ÉCOLE NATIONALE SUPERIEURE D'ARTS ET METIERS

  • Contact
  • Mentions légales

ÉCOLE NATIONALE SUPERIEURE D'ARTS ET METIERS

  • Contact
  • Mentions légales