ERIC Number: EJ1484313
Record Type: Journal
Publication Date: 2025-Oct
Pages: 23
Abstractor: As Provided
ISBN: N/A
ISSN: ISSN-0266-4909
EISSN: EISSN-1365-2729
Available Date: 2025-08-18
Does Using Virtual Reality to Enhance Students' Presentation Skills Work? The Role of Feedback and Presence
Roberta Di Palma1; Simon Beausaert2; Dominik Mahr1; Jonas Heller1; Tim Hilken1
Journal of Computer Assisted Learning, v41 n5 e70097 2025
Background: Despite the recognised potential of Virtual Reality (VR) in education, the role of VR in enhancing presentation skills remains uncertain. Mixed findings, coupled with low adoption rates in educational settings, highlight the need to investigate how current VR applications are designed to facilitate effective learning outcomes for students. Objectives: Grounded in constructivist and situated learning theories, which emphasise learning through active engagement and real-world contexts, this study examines how specific VR design features, namely, feedback mechanisms (feedback awareness and feedback usefulness) and presence types (social and spatial presence), relate to student motivation and performance in presentations. Methods: In a one-group pre-test-post-test field study, 285 university students participated in 30-min individual VR training sessions focused on presentation skills refinement. Using structural equation modelling, this study assessed the relationships between feedback and presence elements with student motivation and performance outcomes. Results and Conclusions: Analysis revealed that feedback awareness and social presence were positively associated with students' motivation to refine their presentation skills. Effective feedback mechanisms, particularly those that enhance feedback awareness and usefulness, were crucial for skill transfer, while increased social presence was associated with improved academic performance in the classroom. Conversely, spatial presence was unexpectedly negatively related to both motivation and performance, suggesting that how VR creates spatial elements may influence learning outcomes. By examining the nuances of these VR features, this study offers valuable insights for software developers and educators aiming to improve university students' presentation skills through VR training applications.
Descriptors: Computer Simulation, Computer Uses in Education, Public Speaking, Communication Skills, Feedback (Response), Situated Learning, Student Motivation, Academic Achievement, Skill Development, Transfer of Training, Instructional Design
Wiley. Available from: John Wiley & Sons, Inc. 111 River Street, Hoboken, NJ 07030. Tel: 800-835-6770; e-mail: cs-journals@wiley.com; Web site: https://www-wiley-com.bibliotheek.ehb.be/en-us
Publication Type: Journal Articles; Reports - Research
Education Level: N/A
Audience: N/A
Language: English
Sponsor: N/A
Authoring Institution: N/A
Grant or Contract Numbers: N/A
Author Affiliations: 1Department of Marketing and Supply Chain Management, Maastricht University, Maastricht, the Netherlands; 2Department of Educational Research and Development, Maastricht University, Maastricht, the Netherlands

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