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Abstract—Massive Open Online Courses (MOOCs), a unique form of online education enabled by web-based learning technologies,
allow learners from anywhere in the world with any level of educational background to enjoy online education experience provided by
many top universities all around the world. Traditionally, MOOC learning contents are always delivered as text-based or video-based
materials. Although introducing immersive learning experience for MOOCs may sound exciting and potentially significative, there are a
number of challenges given this unique setting. In this paper, we present the design and evaluation methodologies for delivering
immersive learning experience to MOOC learners via multiple media. Specifically, we have applied the techniques in the production of
a MOOC entitled Virtual Hong Kong: New World, Old Traditions, led by AIMtech Centre, City University of Hong Kong, which is the first
MOOC (as our knowledge) that delivers immersive learning content for distant learners to appreciate and experience how the
traditional culture and folklore of Hong Kong impact upon the lives of its inhabitants in the 21st Century. The methodologies applied
here can be further generalised as the fundamental framework of delivering immersive learning for future MOOCs.
Index Terms—Massive Open Online Course, Virtual Reality, Immersive Learning, e-Learning.
1 I NTRODUCTION
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University of Hong Kong aiming to take on the challenges that describes immersive learning experience and pedagogy
and to investigate the questions regarding the delivery of [6]. Dalgarno and Lee defined three-dimensional virtual
immersive learning in MOOC settings. The development worlds for education purposes by three characteristics, ie.
of the VirtualHK MOOC follows an iterative approach the illusion of three dimensions, smooth temporal and phys-
based on evaluations during three stages of the MOOC ical changes, and a high level of interactivity. This can be
development, namely the course planning and design stage, considered as an extension to Steuer’s definition on virtual
prototyping stage, and post-launch stage. The whole devel- reality [51]. Dalgarno and Lee believed that with these
opment process can be considered as a guiding framework characteristics fulfilled, many pedagogical approaches, such
for future works. We organise this paper as follows. In the as experiential learning and contextual learning, could be
next section, we review the articles on immersive learning, employed in the virtual worlds. Fowler extended the peda-
evaluation methods on immersive learning experience, and gogy of immersive learning based on Dalgarno and Lee’s
MOOC. Section 4 describes the design and production of model [16]. Instead of emphasising on the technological
the VirtualHK MOOC, with the evaluation methods we affordances, Fowler focused more on the pedagogical re-
employed in this study. Section 5 shows the results of quirements. The proposed model aligned learning stage,
three levels of evaluations. In section 6, we discussed the learning objectives, and learning activities, resulting a more
results and how the results could help answer the research complete model that integrates learning and the technology.
questions we proposed. Finally, we conclude the study in In most cases, to achieve certain degree of immersion,
the last section. special VR environments and/or devices with the ability of
enabling stereoscopic viewing are employed for the delivery
of immersive learning experience. For example, Ip et al.
2 R ELATED W ORK used a 4-side Cave Automatic Virtual Environment (CAVE)
2.1 Immersive Learning and Virtual Reality [4] [5] to deliver immersive learning experience to school-
The concept of immersive learning is to use technologies, aged children with Autism Spectrum Disorders (ASD) [24].
especially computer graphics and human-computer inter- The CAVETM consists of three back projection screens and
action technologies, to create simulated virtual worlds, in one front projection screen. All four screens and correspond-
which learning can take place by employing appropriate ing projectors are mounted on a customised supporting
instructional and pedagogical approaches [20] [8] [42]. The structure. A similar environment was also used for chem-
simulations can be designed for creating a generic virtual istry education [31]. These project-based VR environments
world where learners could learn collaboratively and syn- typically require special venues and are very challenging
chronously. For example, Second Life1 utilises the web- to be employed in large quantities, limiting the number of
based graphics rendering technologies to create a virtual potential beneficiaries. On the other hand, the new gener-
world where people can gather. The Second Life virtual ation of Head-mounted Displays (HMDs), such as Oculus
world is widely used for educational purposes, because it Rift and HTC VIVE, do not require special venues and are
allows learners to create avatars representing themselves highly portable. Hence, delivering immersive learning via
in the virtual world, interact with each other, the virtual HMDs is practical in some settings. For example, Lartigue
environments and the virtual objects, and enables collabo- et al. employed Oculus Rift HMDs in elementary schools
rative learning in the virtual world [2]. In order to provoke for biology education [28]. Pulijala, Ma and Ayoub used the
learners’ motivation and engagement with learning in vir- same device with Leap Motion for training oral and max-
tual worlds, a reward system with clearly defined rules can illofacial surgeons [45]. As the new generation of HMDs are
also be incorporated and the completions among learners getting more and more popular and accessible, we expect to
are somehow encouraged. This technique is usually referred see more research studies that employ HMDs for education
as gamification [17] [18]. Another common design of the purposes. However, at the current stage, HMDs are not
simulations is to depict very specific real life scenarios. In widely used for delivering immersive learning experience
this type of simulations, learners are allowed and encour- to mass audiences.
aged to test their hypotheses of the effects of inputs on the In 2014, Google introduced a low-cost personal virtual
intended outcomes. For example, VfrogTM is a very specific reality solution called Google Cardboard2 (see Fig. 1) to
simulation that allows learners to conduct frog dissection deliver immersive contents to smartphone users [50]. Unlike
using virtual apparatus [29], while Mr. VetroTM simulates high performance HMDs such as Oculus Rift and HTC VIVE
real life medical scenarios that provides medical students which are driven by powerful rendering computers and are
the opportunities to practice their newly gained skills in most likely aiming at gaming and entertainment, this low-
the simulated virtual world before practicing the skills on cost cardboard made device works with smartphones and
real patients [22]. This type of simulations do not require does not require other special hardware configurations. The
learning happen in a synchronous manner, which might be popularity of smartphones all around the world and the
easier to fit into the MOOC learning setting. great smartphone compatibility of the device make virtual
Speaking of the design of immersive learning contents reality accessible to the general public for the first time.
and experience, pedagogy is a very important factor to Papachristos et al. studied whether the low-cost personal
the success, hence a few pedagogical models have been virtual reality device could actually affect learning [43].
proposed. Dalgarno and Lee’s model of learning in three- Results show that there are no significant differences in
dimensional virtual worlds is one of the well-known model the variables studied, including spatial presence, usabil-
1. http://www.secondlife.com/ 2. http://vr.google.com/cardboard
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ity, workload, simulator sickness, satisfaction, and learning very important because the availability of the technology
gain; Cardboard-based VR systems could provide accept- in a given setting and the level of support provided by
able levels of immersive experience to users and contribute the educators had been proven to be critical to the final
to the pedagogical use of VR. However, it has not been used outcomes of immersive learning [23] [37].
to deliver immersive learning experience in MOOC settings.
2.3 Massive Open Online Courses (MOOCs)
Massive Open Online Courses (MOOCs) are believed to
be a way of changing education by delivering high qual-
ity educational contents via the Internet thus overcomes
geographic and economic barriers. The concept of MOOC
origins from the online course Connectivism and Connective
Knowledge (CCK08) developed by the University of Man-
itoba. CCK08 employed the connectivist approaches. The
course follows a loose and decentralised structure, empha-
Fig. 1. The Google Cardboard headset we used for this study. sising the learner-learner and learner-knowledge connec-
tion while weakening the connection between learners and
educators Similar MOOCs that employ the connnectivist
approaches are categorised as c-MOOCs, in order to be dis-
2.2 Design and Evaluation of Immersive Learning tinguished from x-MOOCs, which follows a more traditional
Since the early days of immersive learning, there is an linear plan of instruction [13]. From the educators’ perspec-
emphasis on the evaluation of learning effectiveness [3]. tive, content preparation of both types of MOOCs tends to
Immersive learning allows learners to freely explore, ex- be challenging due to the nature of MOOCs, including the
perience, interact with objects and characters, and try out complicated and unforeseeable demographics of learners
new ideas and solutions in the virtual environment through [26].
experiential learning approach. The uniqueness of immer- There are more recent studies focusing on the quality of
sive learning brings both opportunities and challenges to MOOCs. Margaryan et al. pointed out that although most
the design of the virtual learning environment. Most of of the 76 MOOCs randomly sampled by their team are well
the recent research studies utilise pre-post tests and/or organised and have well-presented course materials, the
randomised controlled trials to evaluate the design of im- instructional design quality of these MOOCs are relatively
mersive learning experience [23] [37]. However, the tests low [34]. As retention rate is a very important metric to mea-
and trials can only be carried out when the entire immersive sure MOOC, Adamopoulos employs the Grounded Theory
learning contents or at least a prototype is ready. Design Method (GTM) to quantitatively analyse 133 MOOCs and
principles and guidelines for designing immersive learning find that professors (educators), assignments and course
experience and its associated contents are needed. materials are the key factors which positively influences the
The four-dimensional framework for designing and completion rate of MOOCs [1]. Moreover, the varieties of
evaluating immersive learning experience in a virtual world learning activities in MOOC settings are relatively limited.
proposed by De Freitas et al. is one of these guidelines The question, whether these browser-based video-centric
[10]. The four dimensions need to be considered when learning activities could negatively affect learning experi-
designing immersive learning experience are (a) learner ence of learners particularly in appreciating and acquiring
specifics, (b) pedagogy, (c) representation, and (d) context. certain tacit knowledge that the course content aim to de-
Considering the learner specifics help designers better un- liver, still remains.
derstand their learning needs and their environment. Also,
learners’ information and communication technology (ICT) 3 I MMERSIVE L EARNING C ONTENTS
competencies also need to be considered since immersive VirtualHK MOOC combines contents delivered in the tra-
learning usually rely on advanced technologies, particu- ditional forms together with immersive learning contents.
larly virtual reality and natural interface technologies. The The combination of both forms of learning contents could
pedagogy dimension analyses which teaching and learning enhance the learning experience and enable learners to
approaches should be applied and which kind of teaching better acquire certain tactic knowledge and to appreciate the
and learning activities should be carried out in the virtual spiritual aspect of Hong Kong cultures by having the experi-
environment as well as outside the virtual environment ence of being presence in the actual events or environments.
as a supplementary to help with knowledge transfer from In Section 3.1 and 3.2, we only cover the production and
the virtual environment to real world scenarios. The third delivery of the immersive learning contents.
dimension, representation, analyses the contents. Similar to
Steuer’ two definitive dimensions of virtual reality namely
vividness and interactivity [51], the representation dimen- 3.1 Content Design and Production
sion considers the fidelity of the contents as well as how The three-week contents of VirtualHK MOOC are structured
the environment and objects inside the environment should by following the three important elements in the eastern
respond to learners’ actions. The last dimension takes into culture, saying Heaven, Earth and Mankind. There are a
account the setting where immersive learning takes place total number of three types of contents need to be produced
in the overall design. This frequently ignored dimension is for immersive learning. The first type, Virtual Guided Tour,
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To cater learners who may have different level of acces- domised controlled trial on two groups (experiment group
sibility to the necessary technologies, we provide two ways and control group) from 60 (29 males and 31 females) non-
of experiencing the immersive learning contents. The first local undergraduate students who have spent less than 24
way is to view the contents non-interactively via YouTube. consecutive months in Hong Kong. The participants of the
YouTube supports spherical panoramic video playback and experiment group were asked to experience a designated
allows learners to change the viewing perspective by hold- part of the MOOC with immersive learning contents. We
ing the left mouse button down and drag. Most of the mod- converted the immersive learning contents into an article
ern internet browsers on PCs, such as Chrome, Opera, Fire- by capturing normal pictures of the scenes and describing
fox, Edge, etc., natively support these features. However, the relevant information as text, in order to make a dummy for
videos are pre-rendered and are not stereoscopic, giving a the control group, so that participants of the control group
less interactive and less immersive experience. The second can access the similar level of detailed information in a
way is to experience the immersive learning contents via traditional (non-immersive) way. Because previous research
the VirtualHK smart phone App5 in the Google Cardboard studies suggest that introducing immersive learning can
headset (see Fig. 1). The App is developed for both the make the learning process more interesting and enjoyable
iPhones and the Android phones. Learners can download [7] [9] [47], and can make learners feel more motivated
and install the App to their compatible smart phones via [12], leading to better performance, the evaluation exper-
Apple App Store or Google Play Store respectively. Learners iment aims to answer three research questions regarding
are free to choose the way of accessing the relevant contents. the immersive learning experience based on learners with
To facilitate a smooth transition from the traditional similar pre-knowledge on Hong Kong culture and society.
learning contents, which come in the form of textual articles The research questions are
and videos, to the immersive learning (3D) contents, we
1) Is the knowledge gain of the participants from the
have embedded a QR code scanner into the VirtualHK smart
experiment group better than that of the partici-
phone App. The QR code scanner can be used to scan the
pants from the control group?
QR codes, which are embedded as context-aware tags into
2) Compared to the participants of the control group,
the traditional learning contents and are designed to work
do the participants from the experiment group feel
as access points to the immersive learning contents. For
more motivated when experiencing the MOOC?
example, a traditional non-immersive lecture video about
3) Compared to the participants of the control group,
the Man Mo Temple may have a QR code shown up during
do the participants from the experiment group feel
video playback and by scanning the QR code using the
more enjoyable when experiencing the MOOC?
App’s built-in QR code scanner, the immersive learning
contents about the Man Mo Temple will be loaded auto- The instruments we used here are adapted from [25] for
matically, seamlessly providing a context-aware immersive measuring the motivation, and from [40] and [14] for mea-
learning experience. These QR codes are embedded into suring enjoyment, consisting a total number of 48 5-point
the content pages of articles, discussion topics, and even Likert scale questions. We also developed 9 multiple choice
assessments as a way of directly accessing the immersive questions for knowledge test. Note that only the knowledge
learning contents in the corresponding learning contexts. To tests were administrated before and after learners experienc-
fully facilitate learners with different levels of information ing the designated part of the VirtualHK MOOC; the mo-
technology literacy, a tutorial video on the VirtualHK smart tivation and enjoyment questionnaires were administrated
phone App is provided to learners at the beginning of the only after learner experiencing the designated part of the
course. For learners who can only access the immersive MOOC.
learning contents on YouTube, we also provide direct links The first run of the VirtualHK MOOC was launched on
with time codes. April 26, 2017. A total number of 2,747 learners joined the
MOOC, of which 350 are social learners who have posted as
least one comment. In the post-launch stage of evaluation,
4 M ETHOD
the collected comments were constantly analysed using
During each stage of the development of the MOOC, var- the classic lexicon-based sentiment analysis method [32],
ious evaluations were carried out to ensure the learning in order to help educators evaluate the learning experi-
experience. There are mainly three stages of the develop- ence and monitor learner feedbacks more effectively in the
ment process, namely course planning and design stage, asynchronous learning environment. Compared to machine
prototyping stage, and post-launch stage, during which learning based approaches, lexicon-based approach does not
evaluations were carried out. During the course planning require a huge amount of data to train the model. However,
and design stage, we follow the four-dimensional framework choosing the right dictionary could impact the performance
for designing and evaluating immersive learning experience in a of the lexicon-based approach significantly [46]. The dictio-
virtual world proposed by De Freitas et al. [10], which covers nary we chose is a classic dictionary [32], which has been
learner specifics, pedagogy, representation, and context of applied for opinion mining and sentiment analysis in online
the given setting. learning settings before (e.g., [30] [41] and [19]). By the end
When the prototype of the smart phone App and the of the first run of the VirtualHK MOOC, a total number of
relevant traditional contents are ready, we conducted a ran- 2,298 comments and feedbacks were posted by the learners.
The rest of the paper will only cover the analysis of the
5. The VirtualHK smart phone App can be downloaded from App
Store or Google Play Store by search ”VirtualHK” or ”Virtual Hong posts under those 6 steps, saying step 1.3 What do you know
Kong”. about Immersive Learning?, step 1.4 Practical guide to set up the
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VR equipment, step 1.7 Man Mo Temple and Hong Kong, step TABLE 1
2.2 Cheung Chau Tai Ping Ching Chiu: the origins, step 2.9 A The subjects’ durations of residence in Hong Kong.
bun and a village and 3.7 Isolation and the quest for community
in a cage home, where learners were exposed to immersive Experiment Group Control Group
(n=30) (n=30)
learning experience due to the scope of this paper. 0-3 months 3 (10.00%) 3 (10.00%)
4-6 months 5 (16.67%) 8 (26.67%)
7-9 months 11 (36.67%) 8 (26.67%)
5 R ESULT 10-12 months 4 (13.33%) 0 (0.00%)
13-24 months 7 (23.33%) 11 (36.67%)
5.1 Course Planning and Design Evaluation
Following the four-dimensional framework for designing and
evaluating immersive learning experience in a virtual world things in the virtual scenes even they go to the Man Mo
proposed by De Freitas et al. [10], the course planning Temple to pray regularly.
and design evaluation aims to systematically review every Lastly, the context domain, which considers the learning
aspects of the VirtualHK MOOC involving immersive learn- settings. For the given setting, the learning happens without
ing, in order to better align the to-be-delivered experience direct facilitation from the educators or mentors. Hence,
with the overall objective of the MOOC, which is to help it is quite important to provide enough resources for the
the general public, both local and non-local, to understand learners to get the necessary equipment and to provide
thus appreciate the uniqueness of culture and the society in alternative ways of content delivery when the necessary
Hong Kong. equipment is not accessible. As a result, we not only drafted
For the first domain, learner specifics, our target learners documentations and tutorial videos to help the learners, but
are MOOC learners. Due to the nature of the MOOC setting, also provided alternative ways of delivering the contents.
the learners’ demographics tend to be highly diverse. As a
result, the information technology literacy of learners is hard
to predict. Hence, the design of the smart phone App, espe- 5.2 Prototype Evaluation
cially the user experience design, needs to be as intuitive as A total number of 60 subjects participated in the prototype
possible, so that learners with various levels of information evaluation study. 29 of them are males, 31 are females. The
technology literacy can use the App easily. In the App, subjects are all the University’s non-local students. 22 of the
we visualise a virtual pointer at the centre of the viewing 60 subjects speak English as first language. Because those
space. The pointer can be pointed to navigation markers and subjects who speak other languages as their first languages
hotspots in the virtual scenes, enabling learners to teleport need to meet the University’s requirements on English profi-
from one location to another and extract learning contents ciency, we assume that the medium of teaching, ie. English,
in multimedia forms. To further ease the process of content would not affect the subjects’ comprehension of the MOOC
delivery, we decided to use the QR codes as contextual tags contents. Of all the subjects, no one has reported that they
and build a QR code scanner inside the App. The relevant have lived in Hong Kong for more than 24 consecutive
immersive learning contents can be automatically loaded months. The durations of the subjects’ residence in Hong
by scanning the QR codes embedded in the traditional Kong are described in Table 1. The subjects were randomly
contents. assigned to either the experiment group, of which the sub-
The second domain is pedagogy. The pedagogical ap- jects were exposed to the immersive learning contents, or
proach we apply for this project, is experiential learning the control group, of which the subjects were exposed to the
and affective learning. Virtual reality environment is ideal same contents in the traditional ways.
for applying experiential learning. The environment is safe To investigate whether immersive learning results better
and controllable, so learners can experience, experiment and knowledge gain, we used t-tests on the subjects’ perfor-
reflect in the virtual scenes freely. Virtual reality environ- mances in the knowledge test. The mean score of the exper-
ment is also ideal for affective learning. Here, we hope iment group (Mean=3.07, SD=1.66) is only slightly higher
the virtual reality environment can provide learners the than that of the control group (Mean=3.03, SD=1.40) in the
feel of presence, so that they can appreciate Hong Kong pre-tests. T-test shows that the difference is insignificant
culture in the scene ”Man Mo Temple and Hong Kong”, (t=0.084, p=0.933). Hence, the pre-knowledge levels of the
and can reflect and empathise towards social welfare and subjects from two groups are very similar. The post-test
community solidarity in the scene ”Isolation and the Quest results tell a similar story. The mean score of the experiment
for Community in a Cage Home”. These objectives are based group (Mean=8.30, SD=0.79) is again higher than that of
upon receiving the information and knowledge embedded the control group (Mean=8.07, SD=0.94). However, t-test
in the virtual scenes, waiting for the learners’ discovery and shows that the difference is insignificant (t=1.036, p=0.305).
responding. Hence, based on the results, although the knowledge gain
The third domain, representation, takes the design of of the subjects from both groups is observed, there is no
the immersive learning contents into consideration. To bet- significant difference in the knowledge gain between the
ter invoke appreciation and empathy of the learners, the two groups. By adjusting for the pre-test results, analysis of
high resolution spherical panoramic images are captured covariance (ANCOVA) further confirms the results (Mean
and produced in the virtual reality environment, which Square=0.764, p=0.282). The details are presented in Table 2.
maximise the feel of presence in the scene. As reported by To measure and compare the subjects’ motivation during
learners, the overall experience of immersion is very high. learning, the adapted version of the Instructional Materials
Several local learners even reported that they notice new Motivation Survey (IMMS) [25] was administrated. The
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TABLE 2
Comparison of performances in the knowledge test.
TABLE 3
Comparison of the four sub-scales of IMMS.
adapted IMMS consists of 36 5-point Likert scale questions Similar difference can be seen for the cognition dimen-
(see Appendix A), covering four sub-scales, namely atten- sion; the accumulated mean score of the experiment group
tion, relevance, confidence, and satisfaction. The subjects (Mean=12.17, SD=1.464) is higher than that of the control
from the experiment group reported better motivation in group (Mean=10.87, SD=1.852). T-tests show that the dif-
the attention, confidence, and satisfaction sub-scale, but not ferences in reported level of enjoyment are all statistically
in the relevance sub-scale, when being compared to the significant. Detailed results are reported in Table 4.
subjects from the control group. Specifically, for the attention
sub-scale, the accumulated mean score of the experiment
5.3 Post-launch Evaluation
group (Mean=52.00, SD=2.729) is higher than that of the
control group (Mean=49.43, SD=4.987). T-test shows that the The first course run of the VirtualHK MOOC was launched
difference in accumulated mean score is significant (t=2.473, on April 26, 2017. There are a total number of 2,747 learners
p=0.016). For the relevance sub-scale, although the accu- joined the first course run, among which 1,813 are learners
mulated mean score of the experiment group (Mean=35.10, who have visited the course page, 350 are social learners
SD=2.510) is slightly lower than that of the control group who have posted as least one comment. 20.3% of the learners
(Mean=36.00, SD=3.301), t-test shows that the difference finished more than 90% of the course contents. The detailed
is insignificant (t=-1.189, p=0.239). For the confidence sub- course measures in terms of the numbers of learners can be
scale, the accumulated mean score reported by the subjects found in Table 5.
of the experiment group (Mean=37.10, SD=2.412) is higher After the first course run of the three-week course, a total
than that reported by the subjects of the control group number of 2,298 comments and feedbacks were posted by
(Mean=36.27, SD=3.750), but t-test shows that the difference the learners. Lexicon-based approach is chosen to analyse
is insignificant (t=1.024, p=0.310). Lastly, for the satisfaction these posts. This approach classifies each of these posts
sub-scale, the accumulated mean score of the experiment as ”positive”, ”negative”, or ”neutral”. Only the analysis
group (Mean=26.20, SD=2.024) is higher than that of the con- results for those 6 steps, involving a total number of 296
trol group (Mean=24.77, SD=2.873). And t-test confirms the posts, where learners were heavily exposed to the immer-
difference is significant (t=2.234, p=0.029). Detailed results sive learning experience are reported in Table 6 due to the
are reported in Table 3. scope of this paper. Specifically, step 1.3 What do you know
about Immersive Learning? is an introductory video lecture
To measure learners’ enjoyment, a total number of 12 5- that gives an overview of immersive learning. There were
point Likert scale questions adapted from [40] and [14] (see a total number of 55 comments under this step. Sentiment
Appendix B) were administrated. The instrument covers analysis shows that 29 (52.73%) of them are ”positive” and
three dimensions of enjoyment, namely affect, behaviour, 26 (47.27%) of them are ”neutral”. Most of the ”positive”
and cognition. For all three dimensions, subjects of the ex- comments are from learners who feel interested and excited
periment group reported higher level of enjoyment during about immersive learning. There were learners who also
learning in terms of accumulated mean ratings, when being raised questions regarding the availability and accessibility
compared with subjects of the control group did. Specifi- to the necessary equipment. These questions were mostly
cally, for the affect dimension, the accumulated mean score categorised as ”neutral” by the sentiment analysis algo-
of the experiment group (Mean=20.97, SD=1.691) is higher rithm. Step 1.4 Practical guide to set up the VR equipment
than that of the control group (Mean=19.87, SD=2.300). For is a video lecture with textural instructions on the VR
the behaviour dimension, the accumulated mean score of equipment as well the software. Under this step, there were
the experiment group (Mean=15.30, SD=1.579) is higher a total number of 72 comments, of which 40 (55.56%) were
than that of the control group (Mean=13.97, SD=2.671). categorised as ”positive”, 2 (2.78%) as ”negative”, and 30
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TABLE 4
Comparison of the enjoyment measures.
TABLE 5
Detailed course measures in terms of the numbers of learners.
TABLE 6
Sentiment analysis results of comments under course steps related to immersive learning.
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cerns regarding the living condition of the low-income 9) There were examples that showed me how the
class in Hong Kong. The Lexicon-based sentiment analysis MOOC could be important to some people in the
algorithm shows that the top five most frequent words learning setting.
which implies negative sentiment are ”poor”, ”problem”, 10) Completing the MOOC was important to me.
”shocked”, ”hard”, and ”awful”. The results clearly demon- 11) The quality of the writing in the MOOC helped to
strate that introducing immersive learning experience can hold my attention.
arouse certain affects of the learners, which is one of the core 12) The content of the MOOC is so abstract that it was
objectives of this humanity and cultural heritage MOOC. hard to keep my attention on it. (Reversed)
13) As I watched the MOOC, I was confident that I
could learn the content.
7 C ONCLUSION AND F UTURE W ORK 14) I enjoyed the MOOC so much that I would like to
In this paper, we present the empirical study of designing know more about this topic.
and evaluating immersive learning experience for Massive 15) The design of the MOOC looks dry and unappeal-
Open Online Courses (MOOC). The VirtualHK MOOC, as ing. (Reversed)
our knowledge, is the first MOOC that brings immersive 16) The content of the MOOC is relevant to my interests.
learning experience to the MOOC setting. Evaluation results 17) The way the information is arranged in the MOOC
during the prototyping stage have shown that immersive helped keep my attention.
learning experience may not directly impact the knowledge 18) There are explanations or examples of how people
gain of learning, but can improve the overall learning expe- use the knowledge in the MOOC.
rience, especially in better motivating learners and making 19) The activities in the MOOC were too difficult. (Re-
the learning more enjoyable, if it is carefully designed and versed)
implemented. There are also evidences from the Lexicon- 20) The MOOC has things that stimulated my curiosity.
based sentiment analysis on the learners’ comments show- 21) I really enjoyed learning with the MOOC.
ing that immersive learning experience contributes to the 22) The amount of repetition in the MOOC caused me
affective domain of learning. The Lexicon-based sentiment to get bored sometimes. (Reversed)
analysis approach we applied for this study may be lim- 23) The content and style of writing in the MOOC
ited in terms of distinguishing the topic(s) each comment convey the impression that its content is worth
corresponds to. Although it helps the course facilitators to knowing.
better monitor the learners’ feedbacks, it is worth to further 24) I learned some things that were surprising or unex-
investigate on using more advanced Natural Language Pro- pected with the MOOC.
cessing (NLP) approaches to overcome the mentioned short- 25) After working on the MOOC for a while, I was
coming of the Lexicon-based approach. The methodologies confident that I would be able to pass a test on the
and procedures we applied for the VirtualHK MOOC can content.
be considered as a fundamental framework for delivering 26) The MOOC was not relevant to my needs because I
immersive learning experience for future MOOCs. This already knew most of it. (Reversed)
framework emphases the iterative approach of constant 27) The wording of feedback, or of other comments in
monitoring and evaluation throughout different stages of the MOOC, helped me feel rewarded for my effort.
the MOOC design and production. 28) The variety of reading passages, activities, illustra-
tions, etc., helped keep my attention on the MOOC.
A PPENDIX A 29) The style of writing in the MOOC is boring. (Re-
versed)
A DAPTED I NSTRUCTIONAL M ATERIALS M OTIVATION 30) I could relate the content of the MOOC to things I
S URVEY (IMMS) Q UESTIONS have seen, done or thought about in my own life.
1) When I first looked at the Massive Open Online 31) There are so many words on each MOOC
Course (MOOC), I had the impression that it would screen/page that it is irritating. (Reversed)
be easy for me. 32) If felt good to successfully complete the MOOC.
2) There was something interesting at the beginning of 33) The content in the MOOC will be useful to me.
the MOOC that attracted my attention. 34) I could not really understand quite a bit of the
3) The MOOC was more difficult to understand than I material in the MOOC. (Reversed)
would like it to be. (Reversed) 35) The good organization of the content in the MOOC
4) After watching the introductory video, I felt confi- helped me be confident that I would learn this
dent that I knew what I was supposed to learn from material.
the MOOC. 36) It was a pleasure to work on such a well-designed
5) Completing the MOOC gave me a satisfying feeling MOOC.
of accomplishment.
6) It is clear to me how the content of the MOOC is A PPENDIX B
related to things I already know.
7) The MOOC had so much information that it was
A DAPTED I NSTRUMENT OF M EASURING E NJOY -
hard to pick out and remember the important MENT DURING I MMERSIVE L EARNING
points. (Reversed) 1) I felt attracted to this Massive Open Online Course
8) The interface design of the MOOC is eye-catching. (MOOC).
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2(331-340):2, 2009. City University of Hong Kong. His research interests include computer
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his debut novel which will be published in various languages including
French, Korean and English. It will also be turned into a film project by
the international well-know director Johnny To.
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