Abstract
AbstractAcademic self-concept plays a central role in successful learning and is substantially shaped by social comparisons. Research on the so-called Big-Fish-Little-Pond Effect (BFLPE) has yielded a highly robust and generalizable pattern of negative effects of higher class/school average achievement on students’ self-concept when controlling for individual achievement. However, most BFLPE studies have not provided information about the causes behind or the mechanisms underlying the proposed effects. To address this, we used a fully immersive virtual reality (IVR) classroom to experimentally test the extent to which students recognized performance-related classroom behavior as implicit social comparison information and how these perceptions explained differences in students’ self-concepts. Participants (N = 381 sixth-grade students) experienced an authentic yet standardized IVR teaching situation with virtual classmates who exhibited different performance levels (operationalized as 20% vs. 35% vs. 65% vs. 80% of classmates raising their hands). Hand-raising behavior had a significant positive effect on students’ perceptions of the class’ performance level (d20% vs. 65% = 0.60; d20% vs. 80% = 1.24). In line with the BFLPE, results showed a negative effect of higher performing classmates on students’ situational self-concept (d20% vs. 80% = 0.30). Students’ perceptions of the class’ performance level fully explained the effect of classmates’ hand-raising behavior on students’ situational self-concept. The study’s experimental approach provided new insights into the emergence of social comparison effects in the classroom, highlighting the major role of students’ perceptions of their classmates’ performance-related behavior, and moreover demonstrated the general potential of using IVR in classroom research.
Funder
Eberhard Karls Universität Tübingen
Publisher
Springer Science and Business Media LLC
Subject
Developmental and Educational Psychology,Education
Reference106 articles.
1. Bailenson, J., Aharoni, E., Beall, A. C., Guadagno, R. E., Dimov, A., & Blascovich, J. (2004). Comparing behavioral and self-report measures of embodied agents’ social presence in immersive virtual environments. In Proceedings of the 7th annual international workshop on presence (pp. 1864–1105). International Society for Presence Research.
2. Bailenson, J., Yee, N., Blascovich, J., Beall, A. C., Lundblad, N., & Jin, M. (2008). The use of immersive virtual reality in the learning sciences: Digital transformations of teachers, students, and social context. Journal of the Learning Sciences, 17(1), 102–141. https://doi.org/10.1080/10508400701793141
3. Bailey, J. O., & Bailenson, J. (2017). Immersive virtual reality and the developing child. In F. C. Blumberg & P. J. Brooks (Eds.), Cognitive development in digital contexts (pp. 181–200). Academic Press.
4. Becker, M., & Neumann, M. (2016). Context-related changes in academic self-concept development: On the long-term persistence of Big-Fish-Little-Pond effects. Learning and Instruction, 45, 31–39. https://doi.org/10.1016/j.learninstruc.2016.06.003
5. Becker, M., & Neumann, M. (2018). Longitudinal Big-Fish-Little-Pond effects on academic self-concept development during the transition from elementary to secondary schooling. Journal of Educational Psychology, 110(6), 882–897. https://doi.org/10.1037/edu0000233