liu.seSearch for publications in DiVA
Change search
CiteExportLink to record
Permanent link

Direct link
Cite
Citation style
  • apa
  • ieee
  • modern-language-association-8th-edition
  • vancouver
  • oxford
  • Other style
More styles
Language
  • de-DE
  • en-GB
  • en-US
  • fi-FI
  • nn-NO
  • nn-NB
  • sv-SE
  • Other locale
More languages
Output format
  • html
  • text
  • asciidoc
  • rtf
Lessons Learned from a Study on Distractions in Virtual Learning Environments: Reliability, Ecological Validity, and an Elusive Social Component
Lund Univ, Sweden.
Lund Univ, Sweden.
Lund Univ, Sweden.
Linköping University, Department of Computer and Information Science, Human-Centered systems. Linköping University, Faculty of Arts and Sciences. Lund Univ, Sweden.ORCID iD: 0000-0003-3691-8756
Show others and affiliations
2022 (English)In: Presence - Teleoperators and Virtual Environments, ISSN 1054-7460, E-ISSN 1531-3263, Vol. 28, p. 65-85Article in journal (Refereed) Published
Abstract [en]

Virtual Reality has long been proposed to combine the reliability of controlled laboratory settings with the ecological validity of real life. While the technological development steadily pushes towards even more realistic renderings of the real world-the elusiveness of social and emotional elements gradually becomes more evident. This is not the least true for behavioral studies in rich sociocultural contexts. This article examines the outcomes of a study on distractions, taking place in a socially rich context-the classroom. The study made use of a Virtual Reality environment simulating a junior high school lesson, where the Distraction condition consisted of peers watching nonrelevant content on their laptops. In the control condition these laptops were closed. No significant distraction effects were found, neither on learning nor behavior. Given the strong support in the literature for such effects, the study design, including technical aspects, is scrutinized and discussed. We specifically highlight the difficulty of simulating a social relationship between the participant and agents in VR, which in this case makes the distraction stimulus significantly weaker. It is argued that the distraction effect of nearby peers laptop use relies (partly) on shared attention with social agents with an established social relation and common interests.

Place, publisher, year, edition, pages
MIT PRESS , 2022. Vol. 28, p. 65-85
National Category
Production Engineering, Human Work Science and Ergonomics
Identifiers
URN: urn:nbn:se:liu:diva-182751DOI: 10.1162/pres_a_00342ISI: 000745120900002OAI: oai:DiVA.org:liu-182751DiVA, id: diva2:1636640
Note

Funding Agencies|CCL research environment-Cognition, Communication and Learning - Swedish Research Council

Available from: 2022-02-10 Created: 2022-02-10 Last updated: 2022-02-10

Open Access in DiVA

No full text in DiVA

Other links

Publisher's full text

Search in DiVA

By author/editor
Gulz, Agneta
By organisation
Human-Centered systemsFaculty of Arts and Sciences
In the same journal
Presence - Teleoperators and Virtual Environments
Production Engineering, Human Work Science and Ergonomics

Search outside of DiVA

GoogleGoogle Scholar

doi
urn-nbn

Altmetric score

doi
urn-nbn
Total: 192 hits
CiteExportLink to record
Permanent link

Direct link
Cite
Citation style
  • apa
  • ieee
  • modern-language-association-8th-edition
  • vancouver
  • oxford
  • Other style
More styles
Language
  • de-DE
  • en-GB
  • en-US
  • fi-FI
  • nn-NO
  • nn-NB
  • sv-SE
  • Other locale
More languages
Output format
  • html
  • text
  • asciidoc
  • rtf