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1.
Educ Technol Res Dev ; 70(5): 1601-1626, 2022.
Artigo em Inglês | MEDLINE | ID: mdl-35873274

RESUMO

The goal of the current study was to investigate the effects of an immersive virtual reality (IVR) science simulation on learning in a higher educational setting, and to assess whether using self-explanation has benefits for knowledge gain. A sample of 79 undergraduate biology students (40 females, 37 males, 2 non-binary) learned about next-generation sequencing using an IVR simulation that lasted approximately 45 min. Students were randomly assigned to one of two instructional conditions: self-explanation (n = 41) or control (n = 38). The self-explanation group engaged in a 10 min written self-explanation task after the IVR biology lesson, while the control group rested. The results revealed that the IVR simulation led to a significant increase in knowledge from the pre- to post-test (ß Posterior = 3.29). There were no differences between the self-explanation and control groups on knowledge gain, procedural, or conceptual transfer. Finally, the results indicate that the self-explanation group reported significantly higher intrinsic cognitive load (ß Posterior = .35), and extraneous cognitive load (ß Posterior = .37), and significantly lower germane load (ß Posterior = - .38) than the control group. The results suggest that the IVR lesson was effective for learning, but adding a written self-explanation task did not increase learning after a long IVR lesson.

2.
J Pers ; 84(4): 493-509, 2016 08.
Artigo em Inglês | MEDLINE | ID: mdl-25808415

RESUMO

The purpose of this research is to quantitatively compare everyday situational experience around the world. Local collaborators recruited 5,447 members of college communities in 20 countries, who provided data via a Web site in 14 languages. Using the 89 items of the Riverside Situational Q-sort (RSQ), participants described the situation they experienced the previous evening at 7:00 p.m. Correlations among the average situational profiles of each country ranged from r = .73 to r = .95; the typical situation was described as largely pleasant. Most similar were the United States/Canada; least similar were South Korea/Denmark. Japan had the most homogenous situational experience; South Korea, the least. The 15 RSQ items varying the most across countries described relatively negative aspects of situational experience; the 15 least varying items were more positive. Further analyses correlated RSQ items with national scores on six value dimensions, the Big Five traits, economic output, and population. Individualism, Neuroticism, Openness, and Gross Domestic Product yielded more significant correlations than expected by chance. Psychological research traditionally has paid more attention to the assessment of persons than of situations, a discrepancy that extends to cross-cultural psychology. The present study demonstrates how cultures vary in situational experience in psychologically meaningful ways.


Assuntos
Comparação Transcultural , Personalidade , Psicometria/estatística & dados numéricos , Q-Sort/estatística & dados numéricos , Comportamento Social , Adulto , Austrália/etnologia , Canadá/etnologia , China/etnologia , Europa (Continente)/etnologia , Feminino , Humanos , Japão/etnologia , Masculino , República da Coreia/etnologia , África do Sul/etnologia , Estados Unidos/etnologia , Adulto Jovem
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