Claims

Visuospatial ability moderated the effect of interaction format on difficult recognition in Desktop-VR, with camera movement benefiting higher-ability learners

Claim · All claims
Evidence · 1 study (2 entries) · causal r? · q3 · i2 medium
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 i2 Study 1 showed a significant interaction format × visuospatial ability interaction on difficult recognition. → Birgit Brucker 2024 q3 i? LSD-adjusted comparisons indicated higher-visuospatial-ability learners achieved higher difficult-recognition values with camera movement than with no interaction (p = .034), while lower-ability learners showed no differences. → Birgit Brucker 2024 (2)

Evidence

Birgit Brucker 2024

Birgit Brucker, Georg Pardi, Fabienne Uehlin, Laura Moosmann, Martin Lachmair, Marc Halfmann, Peter Gerjets. (2024). How Learners' Visuospatial Ability and Different Ways of Changing the Perspective Influence Learning About Movements in Desktop and Immersive Virtual Reality Environments. Educational Psychology Review. https://doi.org/10.1007/s10648-024-09895-w

q3 · i2 · causal · r?

Study 1 ANCOVA interaction term testing the moderating role of visuospatial ability on difficult recognition reached significance, "F(2, 153) = 3.328" with "η2p = .042".

"Moreover, there was a significant interaction between interaction format and learners' visuospatial ability for difficult recognition performance (F(2, 153) = 3.328, MSE = 243.692, p = .038, η2p = .042)."

Birgit Brucker 2024 (2)

Birgit Brucker, Georg Pardi, Fabienne Uehlin, Laura Moosmann, Martin Lachmair, Marc Halfmann, Peter Gerjets. (2024). How Learners' Visuospatial Ability and Different Ways of Changing the Perspective Influence Learning About Movements in Desktop and Immersive Virtual Reality Environments. Educational Psychology Review. https://doi.org/10.1007/s10648-024-09895-w

q3 · i? · causal · r?

LSD-adjusted pairwise comparisons in Study 1 following the significant interaction; the Bonferroni-adjusted post-hoc comparisons were not statistically significant (all ps > .102), so this pairwise pattern is a tendency under a less conservative adjustment.

"participants with higher visuospatial ability achieved higher values for difficult recognition when using the camera movement condition compared to the no interaction condition (p = .034), but not compared to the object movement condition (p = .120)"

Discussion

Learner Variables

Page metadata
Field Value
type claim
id vsa-moderates-difficult-recognition-desktop-vr
title Visuospatial ability moderated the effect of interaction format on difficult recognition in Desktop-VR, with camera movement benefiting higher-ability learners
description Visuospatial ability moderated the effect of interaction format on difficult recognition in Desktop-VR, with camera movement benefiting higher-ability learners
status review
evidence_strength moderate
newest_evidence 2024
generated by process:wiki-ingest on 2026-10-22
trust unverified — no one has confirmed this page's content
sources 2 — birgit-brucker-2024, birgit-brucker-2024-2

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