
Assembly Training Experiment #2
Assembly Training Experiment #2
Experiment I
showed that retention of an assembly skill could be more
effectively trained with VE’s than with other media. We hypothesized that
this was primarily because of the interactivity afforded by VE’s.
Experiment II was designed to clarify the effect of interactivity and to
replicate the previous findings using a more powerful within-subjects
design.
Methods
Participants. 24 people (12 women) were recruited from the
University of Washington Psychology Department’s Human subject pool.
Participants were given extra credit for their introductory Psychology
class in return for their participation.
Materials. The real world tasks on which all participants
were tested involved correctly placing eight blocks into a correct
configuration in each of three ‘circuit board’ puzzles. Each participant
learned how to solve three different boards – one in each training medium.
Pilot testing showed that the three boards’ solutions were equally
difficult to learn, however, the boards differed in block color and
overall shape. (Color and shape differences were used to enhance the
memorability of each board solution.)
Three environments were used to train people how to perform this task:
a video tutorial, an interactive VE trainer, and a non-interactive VE
trainer. A great deal of effort was devoted to making the video tutorial
effective and complete. The interactive VE was identical to that used in
experiment one. The non-interactive VE consisted of a video tape of a
previous participant’s interactive VE session.
Prior to their training, participants were given a block rotation test
(similar to Vandenberg’s) developed by Marcy Lansman. The test requires
users to identify whether two perspective drawings represent the same
three dimensional block. Participants complete as many problems as they
can in four minutes. The percent correct on this test was used as a
measure of mental rotation ability.
Procedure.
Each participant was met separately and was administered the block
rotation test. They were then given a brief video introduction to the
experiment in which the basics of solving a circuit board were
illustrated. The introductory video taught participants the names of each
block shape, and illustrated how they could be used to solve a sample
circuit board problem.
Participants were then trained on three different circuit board
configurations, one in each training medium. All possible orders of the
three board configurations and colors were assigned across
participants.
Immediately after completing the training for each circuit board,
participants were timed on their ability to assemble it in the real world.
Participants returned a week later and attempted to solve the same puzzles
with no further training. They were also timed on this task.
Results
For each training medium, solution times immediately after
training were highly skewed. Subsequent analyses were conducted on a log
transformation of these solution times.
The effect of training medium. Differences in the effect of
training medium were tested with a 2 (gender) x 3 (medium -
Video/VE/Non-interactive VE) repeated measures ANOVA. Neither the (log)
solution times immediately after training nor the solution times one week
after training were significantly affected by training medium, gender, or
their interaction. Figure BM-1 illustrates the different times for the
puzzle solutions one week after training in each training medium for men
and women. Although performance was fastest with the puzzle that people
learned from the video (M = 166 s, SD = 138), it was not significantly
different from the interactive VE (M = 221, SD = 195) or non-interactive
VE trainers (M = 210, SD = 206) (F(2,42) = 0.52, p = .60).

Figure BM-1
The effect of interactivity. We compared each participant’s
performance on the puzzle trained by the interactive VE to that of the
yolked participant who viewed this video on his or her non-interactive
session. The difference between each participants’ VE solution time and
their yolked participant’s non-interactive VE solution time constituted
our measure of the effect of interactivity. Mean difference scores both
immediately after training (M = -0.04 log seconds, SD = 1.14) and one week
later (M = 20.23 s, SD = 326.96) were not significantly different than
zero. Figure BM-2 shows the distributions of these scores.

Figure BM-2
Individual differences. Correlations between the mental
rotation test and the solution times ranged between -.04 and -.24. None
of these correlations were significant. Mental rotation correlated
highest with the participant’s gender (point biserial correlation = -.39)
however, this was also not significant at conventional levels.
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