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Mere belief in social action improves complex learning

Published: 24 June 2008 Publication History

Abstract

Three studies tested the hypothesis that the mere belief in having a social interaction with someone improves learning, more attention and higher arousal. Participants studied a passage on fever mechanisms. They entered a virtual reality (VR) environment and met an embodied agent. The participant either read aloud or silently, scripted questions on the fever passage. In the avatar-aloud and avatar-silent conditions, participants were told that the virtual representation was controlled by a person. The agent condition was told that the virtual representation was a computer program. All interactions within VR were held constant, but the avatar conditions exhibited better learning, more attention, and higher arousal. Further results suggest that this was not due to social belief per se, but rather in the belief of taking a socially relevant action.

References

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Bailenson, J.N., Beall., A.C., Blascovich, J., Loomis, J., & Turk, M. (2005). Transformed Social Interaction, Augmented Gaze, and Social Influence in Immersive Virtual Environments. Human Communication Research, 31, 511-537.
[2]
Bailenson, J.N., Beall., A.C., Blascovich, J., Loomis, J., & Turk, M. (2005). Transformed Social Interaction, Augmented Gaze, and Social Influence in Immersive Virtual Environments. Human Communication Research, 31, 511-537.
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Bailenson, J.N., Blascovich, J., Beall, A.C., & Loomis, J.M., (2003). Interpersonal distance in immersive virtual environments. Personality and Social Psychology Bulletin, 29. 1-15.
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Blakemore, S.-J., Boyer, P., Meltzoff, A.N., Segebarth, C., & Decety, J. (2003). The detection of contingency and animacy in the human brain: An fMRI study. Cerebral Cortex, 13, 837-844.
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Blascovich, J., Loomis, J., Beall, A., Swinth, K., Hoyt, C., & Bailenson, J. (2002). Immersive virtual environment technology as a methodological tool for social psychology. Psychological Inquiry, 13(2), 103-124.
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Hoyt, C., Blascovich, J., & Swinth, K. (2003). Social inhibition in immersive virtual environments. Presence, 12, 183-195.
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Lang, A. (2000). The limited capacity model of mediated message processing. Journal of Communication, 50(1), 46-70.
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Schroeder, R. (Ed.). (2002). The social life of avatars. London: Springer-Verlag.

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cover image DL Hosted proceedings
ICLS'08: Proceedings of the 8th international conference on International conference for the learning sciences - Volume 2
June 2008
523 pages

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International Society of the Learning Sciences

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Published: 24 June 2008

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