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Students today have a rapidly decreasing attention span from growing up with an
unending stream of scrolling distractions. The modern learner today has easier access to an
endless amount of information thanks to laptops, tablets, iPads, and smartphones. Yet they are
also subject to more distractions than ever before. (Almufarreh 2023). Teachers need to be able
to capture their slowly decreasing attention spans but also keep said attention with engaging and
effective methods of presenting information to them. How is a teacher supposed to compete with
social media, mobile applications and the infinite possibility of distraction that is the internet?
This literature review aims to review three proven strategies of education, entertainment-
education, video-based lectures, and virtual reality avatar lecturers. Then this review will explain
the necessary future studies for proper combining of the 3 factors to create an effective tool that
can be used to capture the attention of the modern learner during lessons. By mixing these
learning strategies together to produce a new tool that works with the changing environment for
teaching and learning, teachers can take advantage of developing technological trends
influencing teaching and learning rather than try to compete against it for the attention of today’s
modern learners (Almufarreh 2023). Breaking down the three vital factors of this topic will
• What is entertainment-education.
create a product that not only can compete with distractors but can overcome said distractions
and present information to a learner in a way that is both engaging and attentive. Leading not
only to the need but the necessity to continue further research into the implementation and
creation of entertainment-education video-based lectures with virtual reality lecturers for the
modern classroom. Along with explaining the need of creating studies and training finding
solutions to streamline the heavy user unfriendliness that comes with using these technologies
together when presented to a technologically inexperience educator who wishes to create their
Introduction
In today’s modern media endless scrolling has affected the new generations of learner’s
attention span. Dr, Gloria Mark, professor of informatics at the University of California stated
that, “research has shown that over the past couple of decades people’s attention spans have
shrunk in measurable ways”. Students are struggling across not just the nation but also around
the globe to keep their attention on their teachers. Modern educators need to reach students on a
Educators can combat this growing issue with the use of entertainment-education video-
based lectures (VBL). When combined with VR technologies of a virtual lecturer educators can
change the way the lesson and lectures are presented to the modern-day learner. Increasing
engagement and attention as the student learns new material or recalls already presented
material. Along with being a tool for reviews of old material a student may have missed.
The consumption of modern media has changed with every generation. The modern
learner has laptops, tablets, iPads, and the ever-present cell phone all at the tips of their fingers.
In 2014 78% of teenagers ages 12 to 17 had cellphones. With the average being 1 out of every 4
teenagers consuming most of their media through their phones. (Pew Research Center, 2013)
American students are spending on average over 6 hours a day scrolling on their media (Roberts,
2008). Children as young as two to four years old are averaging half an hour to 2 hours of screen
time (Mark 2023). Children in the two-to-four-year age group are mainly watching television
programing or browsing through YouTube. Collectively the many hours spent online browsing
from a young age has contributed to the fall of the modern student’s attention spans (Mark2023).
The father of psychology William James defined attention as “the taking possession by the mind,
in clear and vivid form, of one out of what seem several simultaneously possible objects or trains
of thought.” In 2004, Dr. Mark started measuring attention spans and found the average attention
span to be two and a half minutes. Annual studies were conducted gathering data on students’
attention span. The study found that the average attention span of the modern learner had
Context
Video-Based Lectures follow the same aspects of Video-Based learning in that it presents
knowledge or skills via video presentations and the key feature of the video is the use of both
auditory and visual cues. (Sablic, 2020). Video-Based Lectures are an effective method that
enhances the traditional learning approach to improve learning outcomes. (Yousef, 2014). Videos
are one of the most powerful virtual learning media. Video-Based Lectures can capture and
present information in a way that can also provide a stimulating learning environment where
students can better understand and retain data longer (Fern, 2011). Examples of video-based
lectures can be seen in the 1943 American instructional animated shorts, “Private Snafu”. The
Video-Based Lectures were created to instruct service personnel about security, proper sanitation
habits, and other military subjects by showing what could go wrong when said military subjects
complicated subjects in easy-to-understand short clips tailored to enlisted men with weak literacy
skills. Surveys given to soldiers of the time listed their favorite films to be Snafu cartoons. The
Video-Based Lectures of Private Snafu are also an example of Video-Based Lectures mixed with
entertainment- education.
implementing a media message to both entertain and educate in order to increase audience
members’ knowledge about an educational issue, create favorable attitudes, shift social norms
and change overt behavior” (Singhal, Pg 155, 2003). When creating entertainment-education for
possible VBLs the method of communication must be chosen appropriately and designed to suit
the intended audience. The message design and presentation should be simple, consistent, and
Virtual reality has come a long way since its infancy with Sir Charles
Wheatstone construction of the stereoscope in 1840. Virtual Reality technology often refers to
the technology that combines computer technology with an artificial environment and simulates
a three-dimensional virtual world that increases user immersion This allows students the
opportunity a new level of interactivity with presented subject matter. (Ding, 2022).
Virtual reality programs have applicable uses in several fields including medical care,
nursing, tourism, culture, military, architecture and design, engineering, entertainment and of
course education. The “STEAM-6E model” has shown that Virtual reality education has helped
learners increase their learning motivation and learning activity satisfaction effectively (Lin,
2021).
1. Immersion
2. Interactivity
3. It is imaginative.
(Ding, 2022)
The Virtual Reality avatar often called a Vtuber touches on all 3 characteristics. Since
2016, a rapid increase in the number of Virtual YouTubers or VTubers have flocked to live
streaming and video sharing platforms such as YouTube, Twitch, and Bilibili (a Chinese video-
sharing and streaming platform) to create and contribute content to self-curated online audiences.
The practice of using a 2D or 3D virtual avatar that is animated and voiced by a human actor is
A Vtuber model or a virtual youtuber is an online entertainer that use a virtual avatar to
present their media. A Vtuber model uses real-time motion capture software to animate the
digital avatars in order to present a much more entertaining live presentation. Animated avatars
offer more identity and performance flexibility than traditional live streaming where presenters
use their own body. The use of a Vtuber model to present information to a captive audience has
drawn research attention into topics of viewers engagement behaviors and perceptions. (Wan,
2023)
Virtual reality lecturer has a precedence for how having an avatar-based presenter has
Kasperiuniene tested the engagement of learners in the empirical study ‘Affective Engagement to
Virtual and Live Lectures’. University students were examined, and data was collected on the
student’s engagement level and changes to live presenters and avatar-based presenters. The live
presenter was a traditional based presenter at the front of a classroom that presented a lesson. The
avatar-based presenter was created and animated with Crazy Talk software. The avatar took the
form of the head and shoulders of the live presenter. The avatar was stationed at the corner of the
online presentation. The avatar was recorded with the use of a green screen so that the avatar-
based presenter did not obscure the presented slides, images and video material(Kasperiuniene,
2016).
Student engagement and attention to the lecture materials were measured using the
following indicators:
Kasperiuniene found that students had the highest concentration levels, attentiveness, and
active engagement measures during the avatar-based lectures. Data presented that students who
were watching the avatar-based lecture responded to more stimuli than during the live lecture.
The results of the study found that avatar-based lectures had a greater level of concentration,
various forms and methods of stimuli to evoke and strengthen learners’ concentration and active
Conclusion
A Combined Product
Video based lectures have the key features of a video’s auditory and visual cues to
enhance the traditional learning approach to improve learning outcomes (Sablic, 2020).
Entertainment education has a purposely designed and implemented, simple, consistent, and
focused media message. Which is presented to the intended audience to both entertain and
educate (Singhal 2003). Finally virtual reality avatars have shown that its inclusion has increased
lecturer or VBLs for a shorten term, VBLs have the potential to be an integral part of any
teacher’s tool belt. Allowing teachers to be able to capture students slowly decreasing attention
spans. Keep their attention with engaging and effective methods of presenting information to
them. Along with competing with the never-ending distractions that present themselves to the
modern learner. The issue is the proper combination of the 3 separate strategies,
Further study would need to be conducted to effectively combine all three strategies
together to create the next generation of education strategies. Kasperiuniene’s study, ‘Affective
Engagement to Virtual and Live Lectures’, is the first step in the evolutionary process of
using the recorded head and shoulders of a live presenter, the presenter would be replaced with a
Virtual reality lecture using a Vtuber model. The same measuring methods would be applied to
effectively collect data monitoring the student’s attention and engagement to the presented
lecture material. Added variants to the study would be to fill in the gap of diverse student ages.
Kasperiuniene’s study, focused on the attention and engagement levels of college students, this
future study would benefit from the use of students in high school, middle school, and
elementary school age brackets. Further studies would need to be conducted to reduce cost and
reality lecture.
The software required to record virtual reality models depends on the type of model being
used. There are 2 types of VTubing models 2 dimensional and 3 dimensional. 2 dimensional
models require motion capture software such as VTube Studio. The program has a cost of 14.99
dollars. 3 dimensional models will require motion capture software such as az3D, Blender, and
Vroid Studio, which can have monthly subscription cost. Specially designed rigs for live
recordings and Vtube models have a sliding scale on cost, ranging from 1000 all the way to
desktops with a minimum 16 gigabytes of random-access memory although some users argue of
the necessity of 32 to 64 gigabytes of random-access memory. All of which is not a common set
Another gap which necessitates future study is the lack of consensus on the proper
method to record a VBL with an avatar lecture along with the necessity to find what would be the
conclusive program necessary for recording the vtube model. Many experienced Vtubers have
learned their craft from trial and error along with various tutorials in Youtube. YouTube can be
used as a technological resource for different educational levels along with being a potential host
for where VBl’s may be presented. We have seen YouTube grow as an educational resource
becoming more frequent in formal education and increasingly widespread at all levels of
education. But there has not been empirically compared studies on the value of informal learning
that takes place on YouTube, and there has been even less research on its use for formal
All these gaps and future studies must also have educators at the forefront of every step.
Educational resources are an indispensable part of the training, education, and teaching system.
Teachers must be involved in the process of constructing, collecting, organizing, and the using of
the teaching resources they implement in their teaching process (Ding, 2022).
References
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