Claims

Immersive HMD viewing of a 360° video improves incidental cued recall compared to non-immersive touchscreen viewing

Claim · All claims
Evidence · 1 study · causal r2 · q3
Currency · newest study 2024 · not yet checked against its sources · not reviewed by a person

Subclaims

Reading the evidence codes

q is the design tier, i the impact, n the sample, and the kind with its r the rigour judged within that kind: what each code means.

This claim: no standardized effect is recorded in observations/ for it yet, so no benchmark reading is possible.

q3 i? Recall was significantly higher in the immersive condition (M = 9.30, SD = 1.75) than in the non-immersive condition (M = 7.55, SD = 2.21), t(38) = 2.77, p = .009. → Peney 2024

Evidence

Peney 2024

Peney, T., & Skarratt, P. A. (2024). Increasing the immersivity of 360° videos facilitates learning and memory: implications for theory and practice. Education Tech Research Dev. https://doi.org/10.1007/s11423-024-10402-9

q3 · i? · causal · r2

Between-subjects experiment with 40 undergraduates viewing a 3-minute 360° video via HMD or touchscreen, followed by a 20-item surprise cued-recall test. The t-test showed "recall was significantly higher in the immersive condition". No standardised effect size was printed, so impact is null.

"Cued-recall scores were submitted to an independent samples t-test which showed that recall was significantly higher in the immersive condition (M = 9.30, SD = 1.75) than in the non-immersive condition (M = 7.55, SD = 2.21), t(38) = 2.77, p = .009."

Discussion

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