# Countering the Novelty Effect: A Tutorial for Immersive Virtual Reality Learning Environments
## 3 Materials and Methods
### Design of the Usability and Satisfaction Survey  
The satisfaction and the usability of this iVR tutorial were tested as an introduction to an iVR learning experience, which is called the \"PC Virtual Lab\" [43]. Students who participated in this iVR experience were expected to improve their learning and their skill at specific tasks related to computing as part of their lessons. These tasks were divided into levels: mounting a desktop computer with an assistant, identifying and naming the components of a motherboard, cooling a desktop computer in a logical way, and assembling a desktop computer with specific characteristics.  
The aim of using the tutorial as an introduction to \"PC Virtual Lab\" was to reduce the novelty effect. Therefore, the users become familiar with the VR environment, learn how to use the iVR controllers, and how to interact with the objects. After the tutorial, the users were prepared to focus on the previous levels to optimize their learning.  
For the further improvement of the tutorial, and to know whether the tutorial results were easy and comfortable to use, a usability and satisfaction survey was completed by each participant after finishing the iVR learning experience. Furthermore, this survey was used to measure user satisfaction levels, in order to solve problems and include their suggestions.  
The survey was based on the proposed model of [PERSON] et al. [44]. The survey consisted of a Multiple-Choice Questionnaire that was composed of 21 questions. Participants were asked to rate each question on a Likert scale from 1 to 5 where 1 means totally disagree and 5 totally agree. These questions measure 5 components that [PERSON] et al. [44; 45] proposed for the evaluation of user experience: engagement, presence, immersion, flow, and skill. They are explained as follows:  
* Engagement is the involvement that exists between the user and that user's actions within the VR environment. Motivation is directly related to engagement, so if the user is motivated, the user will also be engaged. Furthermore, engagement is connected with presence and immersion [46]. In the proposed survey, engagement is evaluated with 3 questions.
* Presence is the illusion of 'being there', so that the user believes that the iVR environment is real (the dominant reality for the user) [47]. The user therefore behaves and feels as if living in a real situation [48]. Presence is evaluated with 5 questions in the survey.
* Immersion levels depend on the hardware and depend on the extent of the stimuli from the virtual world that the user perceives. The hardware replaces the user stimuli with the virtual sensory stimuli [44]. For its assessment, 4 questions were used in the survey.
* Flow is the psychological state when a user feels control, fun, and enjoyment [44]. Three questions were asked in the survey for the evaluation of flow.
* Skill is the gain in user knowledge when practicing certain activities during the VR experience. In the survey, skill was evaluated with 6 questions.  
Table 1 collects the questions with which these 5 components were evaluated in the iVR experience usability and satisfaction survey.  
In addition, the cybersickness level was rated on a 1-to-4 Likert-type scale where 1 indicates that the experience had to be abandoned, due to cybersickness, and 4 indicates that no cybersickness was experienced.