1. Introduction
Over the past two decades, research on instructional video has grown and matured, identifying what works and what does not work with this type of technology in terms of learning outcomes are the challenges that still need to be addressed. This research focus is relevant because of the popularity of asynchronous learning through massive open online courses (MOOCs). MOOCs reach millions of students worldwide, but these courses have the highest dropout rates [
1]. The popularity is partly due to two new trends in online learning: the flipped classroom [
2] and the synchronous hybrid classroom [
3]. In both trends, students can rely on instructional videos to prepare asynchronously for the course material before engaging in synchronous learning activities with their instructor. In the second trend, when students and instructor meet, they could be organized in different remote groups, fully online, or some face to face (F2F) while others remain online.; these modalities present technical and instructional challenges in developing synchronous online learning activities.
Instructional video has been and continues to be extensively researched in asynchronous online learning, whereas research on streaming video in synchronous online learning is relatively scarce.
There are several research trends in instructional videos for asynchronous learning. Koning et al. [
4] identified three categories: (1) extend “traditional” instructional video design principles (e.g., segmentation and transience effect, pacing principle, signaling principle, etc.), (2) examine the effectiveness of “new” design principles (e.g., camera viewpoint or perspective, video modeling or instructor presence, learning from instructional animations and video-practice conditions) and (3) incorporate learner characteristics into the study of learning with the instructional video (e.g., learner gender, learner spatial ability and video model gender).
In the same area, Fiorella and Meyer [
5] comment on what works and what does not work with instructional videos: (a) two techniques that seem to improve learning outcomes are mixed perspective (first and third person camera) and video segmentation and (b) some features that do not seem to work are matching the instructor’s gender to the learner’s gender, inserting pauses into the video, adding practice without feedback and showing the instructor’s face in the instructional video. Meanwhile, Bétrancourt and Benetos [
6] provide some directions for the future research on instructional videos: (a) the type of content being communicated in the dynamic visualization and the relevance of video to communicate that content, (b) how design factors interact with learner strategies and behaviors, (c) design of rigorous experimental studies that guarantee homogeneity of conditions, except for the variables to be evaluated and their ecological validity and (d) move from the study of mere instructor presence to specific instructor behaviors expected to influence cognitive processing [
5]. In both studies, the commentators agree that instructor presence is not associated with improved learning outcomes, although it does not worsen them.
In the systematic review by Henderson and Schroeder [
7], the authors also evaluated instructor presence in instructional videos, finding that the results were not consistent in determining whether instructor presence helps improve the learning process, although it does improve student motivation. Similarly ambiguous results regarding instructor presence and learning outcomes were found by Polat [
8] and Wang et al. [
9]. In the latter [
9], the authors identify two other research topics in instructional videos besides instructor presence: instructor characteristics and content presentation, as recommended in [
5]. Among the various “instructor characteristics” mentioned, it is emphasized that instructors’ pointing and stress gestures can direct learners’ attention and help them achieve better learning performance [
10,
11,
12]. In “content presentation”, it is emphasized that learners will have better learning performance if instructors draw graphics on blackboards [
13]. Both subjects are of particular interest because they imply that educational video technology should allow the instructor to interact in “real time” with the material being taught, with all the attendant benefits of pointing gestures, gaze tracking, eye contact and increased social presence.
Two recent styles of real-time instructional video (which do not require a large investment in post-production) are transparent whiteboards [
14] and instructor behind slides [
15]. This last style is a variant of transparent whiteboard lessons where the slides are displayed in front of instructor, who does not write or draw but can point and gesture with their body without obstructing the material taught [
15]. As Lubrick et al. [
14] points out, more research should be conducted on instructional videos with transparent whiteboards. The first formal study was conducted by Stull et al. [
16], whose finding shows that students who watched lessons with transparent whiteboards performed better on immediate post-tests. However, the benefits of learning from transparent whiteboards did not persist on a delayed post-test. Recent studies demonstrate the ability of the transparent whiteboard to enhance instructor characteristics such as eye contact [
17], dynamic drawing [
17,
18] and gaze guidance [
19] that produce better learning outcomes. These are instructor characteristics included in the five ways to increase the effectiveness of instructional video by Mayer et al. [
20].
There are also research trends in synchronous learning. Raes et al. [
3] identified three categories related to the learning setting of the synchronous hybrid learning environment: (a) hybrid virtual classroom connecting on-site participants with remote individuals, (b) remote classroom connecting groups, (c) remote and hybrid virtual classroom. According to the findings of Raes et al. [
3], most of the studies (between 2013 and 2019) were case studies (28 in total), five studies took a comparative approach to study the effectiveness of different modes of delivery and one experimental study was found. For Raes et al. [
3], synchronous hybrid learning presents both benefits and challenges that each fall into two categories: (1) organizational benefits related to educational access and instructional efficiency: increase recruitment rates, offer more elective or specialized courses, more easily consulting outside experts, not teach the same course twice to different classes and flexibility and (2) instructional benefits related to the quality of learning: making new contacts around the world, providing equal learning opportunities, ensuring continuity of instruction, promoting student retention and giving students more control over their learning; and (1) instructional challenges: require a variety of teaching methods as well as activating learning activities, require more coordination from instructor, design and implement both instructional strategies and technological systems that enable comparable learning experiences (co-presence), require more self-discipline from students following remotely or online and (2) technological challenges: maximize the social presence of remote students; ensure that remote students receive the same audio quality as F2F students; address the minor usability issues caused by constant updates of innovative technologies that can confuse, delay or hinder students’ learning processes.
Similarly, in the studies of synchronous video lectures reviewed by Belt and Lowenthal [
21], the authors identified advantages, disadvantages, text-based chatting and participation signals. Regarding the advantages they found, these this tightly aligned with F2F instruction, promoted interactivity, helped build community and provided ways to reach students in different locations; knowledge and use of videoconferencing application features and visual presence supported student engagement and flexibility. The disadvantages were balancing the instructor as an authority figure to create community and foster better student performance, the frequency of technical problems with videoconferencing applications (e.g., unstable Internet connection, delayed video, unclear audio) and the requirement to meet virtually online at the same time can be problematic for geographically dispersed courses. With respect to text-based chatting, they found that perceptions of text-based chat during video lectures were mixed; however, researchers seem to agree that a clear advantage of text-based chat is the ability to provide immediate feedback, so having a colleague or even a specific student manage the chats during a lecture can make it more manageable. The participation signals found were raising hands and voting functions, which organized interaction and encouraged participation; turning on a webcam or muting indicated intent to participate.
The video used in asynchronous and synchronous discussions analyzed by Belt and Lowenthal [
21] revealed that instructor social presence and teaching presence, whether recorded or streamed, are essential to academic discourse. However, research on asynchronous and synchronous video communication in online and blended courses still is limited. The studies of Belt and Lowenthal [
21] provide substantive precedents for the future research on prompting discussion with video and hosting discussions via videoconferencing. Finally, according to Belt and Lowenthal [
21], three areas in need of further research are virtual backgrounds, features and uses of synchronous communication technology (e.g., polling, chat, screen sharing and presenter rights) and synchronous assessments and feedback. Both aforementioned studies emphasize the importance of the instructor’s social and instructional presence for these synchronous hybrid learning environments to be beneficial, as well as the instructor’s technical competence and willingness. This finding is consistent with results of other authors [
22,
23,
24].
During the COVID-19 pandemic, the leading role of the instructor combined with technological factors was evident [
25,
26]. In this sense, it is relevant to highlight observations and practical recommendations from the experience of the authors of [
27], where they invite people to integrate aspects of successful video game design that are relevant to online synchronous learning environments: (a) measuring and motivating performance, (b) allowing users to interact directly with creators, (c) capturing and maintaining user engagement, (d) building community and (e) curating content.
Accordingly, both types of learning (asynchronous and synchronous) share elements related to the importance of the instructor’s social and instructional presence, instructor characteristics and content presentation. These factors are mediated by the asynchronous and synchronous video communication technology used. In this area, asynchronous and synchronous learning challenges with instructional videos can be extrapolated to synchronous learning with web video conferencing and live streaming platforms. It is, therefore, essential to research new styles of instructional video and live streaming, such as those supported by augmented reality [
15,
16], that enhance the instructor’s social presence and can be used for both synchronous and asynchronous learning.
Thus, this paper evaluates the perception of an immersive virtual classroom (IVC) used as an augmented reality live streaming platform for the instructor and its preference compared with a video conferencing platform and the F2F classroom. To the best of our knowledge, studies of the perception of augmented reality videoconferencing platforms in synchronous remote classrooms are scarce.
2. Background
Warden et al. [
28] conducted, for the first time, a nine-year action research study on synchronous distributed learning environments supported by videoconferencing technology up to immersive virtual reality environments. Regarding the experience with limited videoconferencing technologies in the first decade of this century, Warden et al. [
28] emphasize the audio factor (the main issue is audio feedback) on video quality and the need to integrate different support tools when lecturing (such as chat, mute, hand raising and presentation synchronization). Regarding the experience in immersive virtual reality environments for a large online class to participate with effective instructional delivery, Warden et al. [
28] highlighted findings that need to be addressed, such as:
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As with videoconferencing technology, the audio feedback problem persists, compounded by the fact that distance between the avatars changes the audio intensity and makes it difficult to identify open-mic problems in large classes.
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Students’ unwanted manipulation of the space can be controlled with program restrictions, and engagement can be increased with more interesting designs and a richer virtual world. However, designing complex locations and buildings close together can be counterproductive, as this invites exploration. Glass walls and open spaces are preferable so that all avatars can see each other.
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Objects within the virtual space require strong management to prevent accidental manipulation by an individual student and the widespread confusion that can result. Another control issue arises because the instructor cannot be sure that students are following instructions or even arriving at designated locations, so the instructor may be overwhelmed by the complexity of the virtual space when managing the class.
A decade after this first research work, videoconferencing technology and virtual world control have improved. However, the pitfalls and promises of learning in immersive virtual reality (IVR) that Mayer et al. mentioned in [
29] are still prevalent. A 3D virtual environment with a head-mounted display implies a high degree of immersion, whereas a 2D virtual environment delivered on a computer screen implies low immersion. According to the cognitive theory of multimedia learning [
30,
31], IVR promises to increase the motivation to learn, which in turn increases generative processing (anchoring learning by relating it to prior knowledge). However, the pitfall of IVR is increasing learner distraction due to the richness and novelty of the 3D virtual environment, which decreases essential processing (representing what is being taught in their working memory), as the learner focuses on extraneous processing (which does not support the instructional goal) when exploring the “highly” immersive virtual reality [
29]. In contrast, the promise of conventional media (instructional videos, desktop and slideshow) is that they present less extraneous processing, freeing up capacity for the learner’s essential and generative processing. In addition, if the lesson is well designed, it will focus on the essential material, resulting in better essential processing. The pitfall, however, is that the learner may need to be more motivated to engage with the material being taught and will, therefore, show less generative processing [
29].
According to Mayer et al. [
29], the challenge for instructional designers using IVR is to minimize extraneous processing while maintaining appropriate levels of generative and essential processing, whereas the challenge for designers using conventional media is to foster a high level of generative processing while maintaining the presentation of a well-organized lesson. To meet this challenge, Mayer et al. [
29], in their own experience of 13 comparative experiments on learning outcomes achieved with conventional media versus IVR, concluded that these 13 comparisons did not provide “strong” evidence for the effectiveness of learning academic content in IVR compared with learning with conventional media. One reason is that learning in IVRs can distract students, an observation made previously by Warden et al. [
28]. Finally, Mayer et al. [
29] concluded that the effectiveness of academic-content-related lessons presented in IVR can be improved by adapting instructional design principles (such as modality, personalization and pre-training principles) and by incorporating generative learning activities (such as summarizing, responding and enacting).
This indicates that learning with both conventional media and IVR could benefit from the good use of both internal factors (instructional design principles) and external factors (generative learning activities). This suggestion could be extrapolated to synchronous learning with videoconferencing platforms. However, although the experience with videoconferencing platforms is much more friendly today, there are more tools unified to videoconferencing (such as surveys, interactive boards, grouping, etc.), the video at both ends is still not high resolution and specific audio problems persist. Therefore, it is necessary to propose to study the perception that this would have on synchronous learning, not the use of a limited videoconferencing platform but the use of live streaming platform supported in augmented reality as an intermediate solution for the low immersion (involves a 2D virtual environment delivered on a computer screen) between current videoconferencing technologies and IVR.
This paper evaluates the perception of three online synchronous classroom models: (a) F2F classroom, (b) conventional virtual classroom and (c) immersive virtual classroom, used during the COVID-19 pandemic by undergraduate students at the Universidad of Cauca, Colombia. The conventional virtual classroom mainly uses a videoconferencing platform, whereas the F2F classroom is the place that students and faculty wanted to return to after the pandemic.
6. Conclusions, Limitations and Further Work
The IVC is a virtual classroom model that allows both synchronous online classes and the generation of audiovisual educational resources in the form of instructional videos with augmented reality elements that is more engaging and has a low level of post-production. The COVID-19 pandemic has made it possible to experiment and improve virtual classroom models supported by videoconferencing and evaluate teaching–learning models for F2F, blended and online environments. Given the current limitations of videoconferencing platforms and the need for further research in instructional videos on how to integrate aspects such as instructor characteristics and content presentation, it is recommended to experiment with transparent whiteboard and instructor behind-the-slides video styles in both asynchronous and synchronous learning, thus taking advantage of both the social and instructional presence of the instructor by producing audiovisual material without high post-production costs.
A practical contribution of our work is for synchronous learning researchers to experiment with new live streaming technologies and integrate video styles such as transparent whiteboards and instructor behind the slides into synchronous distance learning. These have been shown to increase learner satisfaction [
15]. However, this must go hand in hand with aligning teaching methods with appropriate learning strategies [
18,
20]. Without an instructor who is adequately prepared to carry out an optimal teaching–learning process [
22], the benefits of social presence and physical interaction with the material being taught, which allows for the visual presence of the instructor that characterizes an IVC, are lost. In this regard, Ou et al.’s [
56] seven-principles model for video lesson design and development, extrapolated to synchronous learning, could serve as a guide. In the same way, we recommend not only assessing the perception but also the potential impact on learning outcomes that this would have on synchronous learning, not the use of a limited videoconferencing platform but the use of a live streaming platform supported in augmented reality as an intermediate solution of low immersion (involves a 2D virtual environment delivered on a computer screen or a smart TV) between current videoconferencing technologies and immersive virtual reality.
Despite students’ preferences for the IVC over the virtual classroom supported by video conferencing, the life experience and other benefits of what happens in an F2F classroom cannot be easily replaced. However, there is a need for the instructor to integrate into the classroom (regardless of type) technological tools to support instruction (e.g., simulation software, design software, game software, assessment software and lecture and video management software, etc.), alternative instructional models and even other assessment mechanisms that together can enhance any of the three classroom models (F2F, virtual and IVC).
A valuable lesson learned from the COVID-19 pandemic virtual classrooms is that one should not return to F2F classrooms with the same pre-pandemic teaching–learning practices [
57]. We recommend use of a blended approach because it encourages pre-preparation of course material (e.g., providing IVC-type instructional videos: encouraging essential processing) by students and using the classroom (virtual or F2F) to conduct dynamic activities that encourage generative processing, resulting in enhanced student learning.
This study has several limitations. First, the study examined student preference for an IVC over a virtual classroom (videoconferencing) and a F2F classroom in the same group of students. The researchers in this study developed the technology during the COVID-19 pandemic and assessed the preferences based on feedback from students in an engineering program. However, the technology has yet to be evaluated by experts outside the Universidad of Cauca. Second, the students belong to two courses in the same engineering semester. Third, the main method of the study was survey research. The novelty effect of the IVC may have increased the likelihood that student responses would be a helpful outcome variable in this study. However, we evaluated the external validity with other similar studies that showed consistency with our results.
Given the importance that online synchronous learning has been given, future work in IVCs is proposed, first, to conduct a study of instructor’s social presence mediated by the IVC in a synchronous online class and, second, to evaluate IVCs not only in their perceived favorability but also in the impact on learning outcomes in other configurations of IVC modes, such as concentrated and hybrid.