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Jocelyn Parong

Biographic Data

ID9509868
NAMEJocelyn Parong
GIVEN NAMESJocelyn
FAMILY NAMEParong
SIGNATUREPARONG J
AFFILIATIONSUniversity of California, Santa Barbara
ORCID0000-0001-7076-2535
VERIFIEDYes
TOTAL WORKS5
TOTAL CITATIONS0
AUTHOR COUNT5
EDITOR COUNT0
FIRST PUBLICATION YEAR2018
LATEST PUBLICATION YEAR2021
H-INDEX0
  • Learning about history in immersive virtual reality: Does immersion facilitate learning

    Open Access•Jocelyn Parong, Richard E Mayer•ARTICLE•Educational Technology Research…•2021

  • Cognitive and affective processes for learning science in immersive virtual reality

    Open Access•Jocelyn Parong, Richard E Mayer•ARTICLE•Journal of Computer Assisted…•2021

    As immersive virtual reality (IVR) systems proliferate in classrooms, it is important to understand how they affect learning outcomes and the underlying affective and cognitive processes that may cause these outcomes. Proponents argue that IVR could improve learning by increasing positive affective and cognitive processing, thereby supporting improved performance on tests of learning outcome, whereas opponents of IVR contend that it could hurt le…

  • The mediating role of presence differs across types of spatial learning in immersive technologies

    Open Access•Jocelyn Parong, Kimberly A Pollard et al.•ARTICLE•Computers in Human Behavior•2020

  • Replicated evidence towards a cognitive theory of game-based training

    Open Access•Jocelyn Parong, Ashleigh Wells et al.•ARTICLE•Journal of Educational Psychology•2020

    Executive function is the set of cognitive skills needed for goal directed behavior and is a strong predictor of academic success (Best, 2014). The present study examines the effectiveness of a custom video game designed to train the executive function skill of shifting—being able to efficiently shift attention from 1 task to another. In Experiment 1, students who played Alien Game for 4 hr, mostly at home, improved shifting skill more than those…

  • Learning science in immersive virtual reality.

    Open Access•Jocelyn Parong, Richard E Mayer•ARTICLE•Journal of Educational Psychology•2018

    The goals of the study were (a) to compare the instructional effectiveness of immersive virtual reality (VR) versus a desktop slideshow as media for teaching scientific knowledge, and (b) to examine the efficacy of adding a generative learning strategy to a VR lesson. In Experiment 1, college students viewed a biology lesson about how the human body works either in immersive VR or via a self-directed PowerPoint slideshow on a desktop computer. Ba…

No prominent works on this page.

  • Learning science in immersive virtual reality.

    Open Access•Jocelyn Parong, Richard E Mayer•ARTICLE•Journal of Educational Psychology•2018

    The goals of the study were (a) to compare the instructional effectiveness of immersive virtual reality (VR) versus a desktop slideshow as media for teaching scientific knowledge, and (b) to examine the efficacy of adding a generative learning strategy to a VR lesson. In Experiment 1, college students viewed a biology lesson about how the human body works either in immersive VR or via a self-directed PowerPoint slideshow on a desktop computer. Ba…

  • The mediating role of presence differs across types of spatial learning in immersive technologies

    Open Access•Jocelyn Parong, Kimberly A Pollard et al.•ARTICLE•Computers in Human Behavior•2020

  • Replicated evidence towards a cognitive theory of game-based training

    Open Access•Jocelyn Parong, Ashleigh Wells et al.•ARTICLE•Journal of Educational Psychology•2020

    Executive function is the set of cognitive skills needed for goal directed behavior and is a strong predictor of academic success (Best, 2014). The present study examines the effectiveness of a custom video game designed to train the executive function skill of shifting—being able to efficiently shift attention from 1 task to another. In Experiment 1, students who played Alien Game for 4 hr, mostly at home, improved shifting skill more than those…

  • Learning about history in immersive virtual reality: Does immersion facilitate learning

    Open Access•Jocelyn Parong, Richard E Mayer•ARTICLE•Educational Technology Research…•2021

  • Cognitive and affective processes for learning science in immersive virtual reality

    Open Access•Jocelyn Parong, Richard E Mayer•ARTICLE•Journal of Computer Assisted…•2021

    As immersive virtual reality (IVR) systems proliferate in classrooms, it is important to understand how they affect learning outcomes and the underlying affective and cognitive processes that may cause these outcomes. Proponents argue that IVR could improve learning by increasing positive affective and cognitive processing, thereby supporting improved performance on tests of learning outcome, whereas opponents of IVR contend that it could hurt le…

Cognition (5 works) · Psychology (5 works) · Computer Science (4 works) · Social Psychology (4 works) · Virtual Reality Applications and Impacts (4 works) · Cognitive Load (3 works) · Cognitive psychology (3 works) · Human–computer interaction (3 works) · Multimedia (3 works) · Virtual reality (3 works)

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