NEUROSCIENCE PSYCHOLOGY
3L03
ACTIVE VERSES PASSIVE LEARNING
FOR:
DR.
SUN
DONE
BY:
SHANNON SULLIVAN; 9640155
ABBY OVERDUIN; 9702104
CAROL BUCKING; 9809314
DIANA MAINA; 9640155
DUE DATE:
FRIDAY, APRIL 06, 2001
Abstract
The purpose of this experiment was to determine whether or not the
memory of a task is affected whether or not an individual actively performs the
task or passively observes the task.
This has direct applications to virtual reality because often
individuals are educated in a virtual reality environment and it is important
to determine whether or not this should take place in an active or a passive
manner. In this experiment we designed
a virtual reality maze and then taught individuals to go through the maze by
pairing a subject who actively went through the maze with a subject who
passively watched the former go through the maze. It was hypothesized that when both the active and passive
subjects were tested for their memory of the correct route through the maze,
the active subjects would have fewer number of errors and would take less time
to complete the maze. When results were
analyzed though, it was determined that neither the number of errors made nor
the time to completion indicated any statistically significant differences
between the active and passive groups of subjects. Nonetheless, there did appear to be a trend towards better memory
of the maze in active subjects compared to active subjects when the time
variable was examined. This led us to
conclude that if a number of methodological flaws in our study design were
corrected then a significant improvement in memory of the maze might be
observed in active subjects compared to passive subjects.
Introduction:
Living in an era where
technology rules the world, it has become increasing important to understand
the implications that this has on learning.
This study concerns the specific technology of virtual reality, and is
aimed at exploring the most effective way that virtual reality can be used as a
teaching tool. Virtual reality is defined as an artificial environment
experienced through sensory stimuli, such as sight and sound, provided by a
computer, and in which one’s own actions determine what occurs in the virtual reality
environment (VRE). To the individual, it appears that they are immersed in this
computer-generated environment. In this experiment, subjects were immersed in a
virtual reality maze, and their actions determined how they navigated through
this VRE.
To determine if VREs are
effective teaching tools, we must first determine if the skills acquired in the
VRE are transferable to the world outside of it. While research is not entirely conclusive, it does appear to show
strong evidence that the individuals are capable of transferring the tasks that
are learned in a VRE to real life situations. For example, Johnson and Wignman,
1995 showed that when pilots were trained to fly helicopters in a VRE, they
were able to transfer this knowledge to the real world, and were able to fly
actual helicopters.
There are great advantages
to being able to learn tasks in a VRE.
For example, it is much cheaper and safer to train astronauts to fly
shuttles in a VRE instead of in space. In fact this strategy is implemented in NASA
training not only to fly shuttles but also to use the Canadarm. Another potential field for the use of VREs
is in the medical field. Cadavers are
in short supply, expensive to keep and there is an intrinsic problem with
them. For the people to have died,
there has to be something wrong with them, therefore all of the cadavers will
be inherently flawed. With a virtual
reality cadaver, there could be nothing wrong with it, or different problems
can be created for the medical students to see, all in one “cadaver”. Pilots could learn to fly planes or young
adults could master the skills required to control an automobile with far less
danger to the rest of society.
With such an enormous potential market for VREs, the best way to
utilize them should be explored. For
example, would the students learn more by actively interacting with the program,
or will students who passively watch the program learn the same? If active role
of exploring and manipulating the VRE produces better learning, one on one
programs should be developed. But if actively exploring does not confer an
advantage over passively watching the VRE, programs should be developed that
enables groups of students to learn all at the same time.
The question of active
versus passive learning has been explored outside of a VRE for many years. An
example of this research reveals that a car driver remembers the route that was
taken much more accurately than the passenger, who was passively following the
driver’s routes (Apple Yard, 1970). This result has been revealed to be
controversial, however, with some data not supporting this conclusion (Ito and
Matsunaga, 1990). Active versus passive research has also produced such
controversial evidence.
Peruch et al 1995, designed
an experiment to test active verses passive learning in a VRE. Subjects either
actively explored an environment, locating hidden objects, or passively watched
the exploration. The subjects were then placed randomly in the VRE and asked to
find the shortest route to a certain, randomly chosen object. The error rate of
the paths taken to the object was then compared between the active and passive
subjects. Peruch et al’s hypothesis was supported by the evidence that the
active subjects performed better at locating the objects, and hence had lower
errors in their way finding, when tested than the passive subjects did.
A recreation of this
experiment by Wilson et al in 1997 revealed contradictory results to those
found by Peruch et al. They, in fact found no evidence of superior way finding
in the active participants. Wilson et al, 1997, also performed an orientation
study in conjunction with the way finding study, to compare active versus
passive effects on orientation. The subject, either actively or passively,
explored a VRE to learn the location of objects hidden from view, just as in
Peruch et al’s experiment. The subjects were then tested by placing them in the
VRE and asking them to point to a randomly chosen object from where they were
situated, even though the objects were hidden from view. Contrary to their
hypothesis, the evidence found there to be no difference between the active and
passive groups and their ability to orient themselves in the VRE.
Another study performed by
Wilson in 1999 provided more evidence that there is no difference between
active and passive learning on orientation. When Wilson recreated his
orientation experiment of 1997, the same results were found. In a parallel experiment, Wilson also tested
the memory differences of subjects for objects encountered within the VRE.
Subjects explored a maze, again actively or passively, and were required to
remember the identity of objects encountered. There was found to be no
difference between active and passive groups and the number of items
remembered.
In summary, there is
contradictory evidence on the role of active versus passive learning on way
finding, and no difference between active and passive activities and their
effects on orientation and on memory for objects.
The purpose of this study is
to examine the effects of active versus passive learning on way finding through
a virtual reality maze. It is hypothesized that the active participant will
have a faster time when tested on way finding through a maze than a passive
subject.
Subjects
Participants in this
experiment were six women, who were associated with the experimenters and were
undergraduate students at McMaster University from random programs. None of the
participants had any previous experience with the equipment used or the software
employed.
Apparatus
The
subjects rode a stationary mountain bike, brand Super cycle, which was
connected to the computer to explore the environment. Every move that was made
on the bike was experienced on the computer screen through two sensors. One attached on the steering column
controlled turning in the VRE. The
other was attached to the rear wheel and controlled the speed of movement in
the VRE. The computer was an SGI 02.
Figure 1 displays an aerial view of the practice maze, and Fig 2
displays an aerial view of the training/testing maze.
Insert Fig 1 Here.
Procedure
The six participants were divided into three
groups of two and the groups were tested at separate times. Each participant
began the experiment with a five-minute practice period in the practice maze to
become accustomed to using the bike, making turns etc. From the two
participants, one was randomly chosen to become an active subject while the
other became a passive subject. The active subject then rode the bike through
the training/testing maze for four trials, exploring the maze on a computer
screen. They were timed and their errors recorded. The passive person watched
the progress and activities of the active subject on the same computer screen
as the active person, as the active person performed the task. There was a five-minute time limit on each
training trial. If the subjects were unable to complete the maze before the
five minutes were over, five minutes was counted as their time, and a new trail
began. This was known as the training phase. The testing phase took place after
the four training trials were completed. One subject was asked to leave the
room. The other subject then went through the maze two times. The time to
completion and the number of errors that occurred in this test trial are used
as the basis for analyzing the results. In order to rule out the order effect,
the experimenters switched between testing the active or passive person first.
Results
This experiment was conducted
to determine whether or not there were differences in the ability of active
versus passive subjects in learning a virtual reality maze. It was hypothesized that after four
training trials the active earners would perform better than the passive
learners. Data were collected on two
outcome measures, time to complete the maze and the number of errors made, and
time was considered the main endpoint.
The success of the active
subjects ability to learn was assessed as a measure of the time to complete the
maze [Insert Figure 2]. By conducting
an ANOVA, it was determined that there was a significant change in performance
across training sessions [t(df) = 3, p = 0.000336]. Although data were not statistically analyzed according to number
of errors made, because this wasn’t our main endpoint, a similar trend was
observed, where the number of errors appeared to decrease near the end of the
training period [Insert Figure 3]. This
set of results indicated that the active subjects had learned the maze by the
end of the four training trials.
It was determined that during
the testing phase, the mean time to complete the maze for active learners was M
= 134.6 seconds, SD = 87.7 and the mean number of errors made among active
learners was M = 0.75, SD = 0.957. In
contrast, the mean time to complete the maze for passive learners during the
test phase was M = 172.3 seconds, SD = 83.0 and the mean number of errors made
among passive learners during the test phase was M = 0.75, SD = 0.957. This evidence shows that the active subject
was considerably faster but did not tend to make fewer errors. Observation of the error rates indicates
there are no significant differences between the ability of the active and the
passive learners to remember the correct route through the maze [Insert Figure
4]. Similarly, a paired t-test revealed that the active learners did not
perform significantly better than the passive learners in the test phase when
time to completion of maze was measured [t(df)=3, p=0.0632, two-tailed]. Thus,
despite the fact that a trend favoring better memory in the active subjects was
observed; these results were not statistically significant. [Insert Figure 5 and Figure 6]. These
results indicated that there was no significant difference in memory of the
maze between the active and the passive learners.
Figure 1
Figure 2
Figure 3
Figure 4
Figure 5
Figure 6
Figure 1. This is the bird’s eye view of the test maze; it includes a
subject’s path
Figure 2. The number of errors
made by making a wrong turn in the virtual reality test maze by active subjects
over four trials during the learning phase of the experiment.
Figure 3. The time needed to
complete the virtual reality test maze for active subjects over four trials
during the learning phase of the experiment.
Figure 4. The time needed to
complete the virtual reality maze of each of the eight subjects in this
experiment, where each passive subject is paired with the active subject that
they watched complete the maze.
Figure 5. The number of errors
made by making a wrong turn in the virtual reality test maze for each of the
eight subjects in this experiment, where each passive subject is paired with
the active subject that they watched complete the maze.
Figure 6. Differences between
active and passive subjects in mean time to completion of maze.
References
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D.M, and Wignman, D.C. (1995). Using Virtual Environments for
Terrain Familiarization. ARI Research Report 1686. U.S Army
Research
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Appleyard, D.
(1970). Styles and Methods of Structuring a City.
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and Behaviour,
2, 100-116.
Ito, H., and
Matsunaga, K. (1990). Relative Distance Perception through
Expanding and Contracting Motion and
the Role of Propriospecific
Information in Walking. Ecological Psychology, 2, 113-120.