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Dynamics of Mental States of Learners Working with Didactic VR Programs Using Virtual Reality Technologies
Author(s) -
V.G. Anikina,
E.G. Khoze,
I.V. Strizhova
Publication year - 2021
Publication title -
experimental psychology (russia)
Language(s) - English
Resource type - Journals
eISSN - 2311-7036
pISSN - 2072-7593
DOI - 10.17759/exppsy.2021140407
Subject(s) - virtual reality , mood , tone (literature) , arousal , euphoriant , psychology , cognition , work (physics) , quality (philosophy) , applied psychology , cognitive psychology , computer science , social psychology , human–computer interaction , engineering , mechanical engineering , art , philosophy , literature , epistemology , psychiatry , neuroscience
The article presents the results of studying the mental states of adolescent students involved in the work using didactic VR programs implemented using VR technologies of different levels, demonstrated using different technical means (stationary PC, VIVE helmet), causing immersive experience of different quality. Before and after work, the participants were controlled: activation, excitement, tone, well-being; mood, asthenia, euphoria; the severity of the presence effect. As a result, it was shown that the participants who were involved in the work with the help of a PC experienced a decrease in indicators at the level of reliable statistical significance for the activation parameter. When working with VIVE helmets, reliable increases are shown in terms of activation, arousal, tone, well-being, asthenic state and euphoria. In general, we can talk about the intensive and positive impact of didactic VR programs broadcast with the help of higher level VR technologies on the mental states of students, which can become a source of formation of their stable and productive educational and cognitive motivation.

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