Furthermore, our study was limited to a recall
task; that is the knowledge that needed to be acquired
was on the lowest level of Bloom’s taxonomy
(Anderson et al, 2001); it does not test understanding.
Furthermore, the lack of results for intrinsic
motivation may be due to the fact that our protocol
induces extrinsic and not intrinsic motivation in
participants because of the attractiveness of testing
new technologies rather than of the task of learning
about art. Only one dimension of intrinsic motivation
provides a good prediction of performance: the
perceived competence. This may be linked to the Self
Efficiency Belief of (Bandura, 1986), which is also a
predictor of performance in this theory. To conclude,
we can recommend that learners not be overload,
which can be done by limiting the amount of informa-
tion to be learned and adjusting the recall phase.
In conclusion, it appears that learners improve
their learning performance when they are active.
Having control over the task allows participants to be
more involved and to implement behavioral self-
regulation strategies that are conducive to learning.
However, contrary to our expectations, immersion
affect neither performance nor listening to
information. It should be noted that studies of the
impact of immersion on learning and motivation are
still in their beginning, which explains the number of
contradictory results on this subject. Similarly, no
researches has previously been done on the impact of
immersion in VR on self-regulation, hence the
interest of pursuing research on this topic.
Thus, the virtual learning environment design will
have to take into account a set of factors that have an
impact on performance. New technologies, when
used without taking these factors into account can
lose their educational value.
ACKNOWLEDGMENT
This study was supported by the research project
LETACOP founded by the ANR (National Research
Agency) – ANR-14-CE24-0032.
The virtual reality development was conducted by
the AD2RV association.
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