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Impact of cognitive Effort, Social Interaction, Enjoyment of Learning, and Immersive Presence on Academic Achievement with Virtual Reality

Communication avec acte
Auteur
ccHAMDANI, Fatima Ezzahra
211916 Laboratoire Angevin de Mécanique, Procédés et InnovAtion [LAMPA]
ccFLEURY, Sylvain
211916 Laboratoire Angevin de Mécanique, Procédés et InnovAtion [LAMPA]

URI
http://hdl.handle.net/10985/26383
Date
2025-05-23

Résumé

Immersive technologies represent significant advancements that allow users to engage in interactive and captivating environments, both perceptually and sensorily. This study aims to enrich the understanding of the relationship between several key variables and the achievement of academic objectives when using VR. An experiment was conducted with first-year university institute of technology students who participated in a virtual visit to a biology laboratory. The primary objective is to evaluate how each of the studied variables influences academic goals. By providing insights into the key factors that determine academic success in immersive environments, this research aims to optimize the use of these technologies in educational contexts, thereby enhancing students' learning outcomes.

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LAMPA_ICIET_2025_HAMDANI.pdf
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Fin d'embargo:
2025-12-01
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  • Laboratoire Angevin de Mécanique, Procédés et InnovAtion (LAMPA)

Documents liés

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  • 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 ...
  • 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 ...
  • Wabi-Sabi in Virtual Reality Sketching: Toward a Digital Creator’s Posture Change 
    Article dans une revue avec comité de lecture
    HENRY, Gaëtan; JÉGO, Jean-François; ccFLEURY, Sylvain; GUEZ, Judith; SEDDOH, Rachel; CHEN, Chu-Yin; ccRICHIR, Simon (MIT Press, 2025-06-01)
    Traditional design promotes abundant, inexpensive, and disposable ways to create that are not compatible with sustainability. The authors explore alternatives to this paradigm by comparing a virtual reality sketch method ...
  • Multimodal measurement of the mental workload during an assembly and disassembly task 
    Article dans une revue avec comité de lecture
    ccBERTHON, Lorrys; ccFLEURY, Sylvain; ccBERNARD, Fabien; PAQUIN, Raphael; ccRICHIR, Simon (Taylor & Francis, 2025-10-09)
    Mental workload overload is a major cause of human error in industrial tasks such as maintenance. Human errors can compromise not only system safety but also lead to high social and economic costs, reduce equipment ...
  • Innovative Process for Furniture Design: Contributions of 3D Scan and Virtual Reality 
    Article dans une revue avec comité de lecture
    ccFLEURY, Sylvain; POUSSARD, Benjamin; BLANCHARD, Philippe; DUPONT, Laurent; BROEKEMA, Peter; ccRICHIR, Simon (CAD Solutions, LLC, 2022)
    Technological development offers new opportunities that could change design processes. The present study explores the possibilities of technologies like virtual reality and 3D scan in the furniture design process. For this ...

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