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The research of virtual environments and how they may assist learning--paired with student affect--has yet to be addressed through Heirarchical Linear Modeling (HLM) techniques. This research used a variety of demographic, affective and scientific inquiry assessment data within a scaled-up MUVE science activity. Findings suggest that self-reported affect (such as presence/immersion) did not play a role in positive student learning outcomes. Instead, other factors such as early detection of non-participation, or providing an inquiry skill foundation prior to the intervention, may be more important for learning than designing for engagement. Interactions between variables of gender, inquiry ability, computer use, gaming frequency, high-frequency actions, and minutes spent during activity are discussed.
Brett E. Shelton, Boise State University
Jody E. Clarke-Midura, Harvard University
Andrew Walker, Utah State University