TY - GEN
T1 - Beyond Slideshows - Investigating the Impact of Immersive Virtual Reality on Science Learning
AU - Froehlich, Fabian
AU - Hovey, Chris
AU - Reza, Sameen
AU - Plass, Jan L.
N1 - Publisher Copyright:
© 2024 IEEE.
PY - 2024
Y1 - 2024
N2 - We investigated the effectiveness of immersive virtual reality (VR) for science learning by comparing an VR environment with traditional learning. One group learned about cell biology with a headmounted display using interactive simulation modules in VR, the other with a slideshow presenting the same materials. This study focused on the research question: 'Does learning in immersive VR designed to take advantage of VR affordances lead to higher learning outcomes and affective outcomes compared to traditional instruction?' In a quasi-experimental between-subject control group design $(\mathrm{N}=63)$, we measured students' recall, comprehension, interest, motivation, and experienced emotions. Results indicate that the VR group scored significantly higher than the control group on some dimensions of the post assessment. In addition, VR learners reported higher scores of positive affect and interest. The results of this study support the idea that an affordances approach to the design of VR for learning results in increased learning outcomes and that by using such an approach, VR can be a viable tool for science learning.
AB - We investigated the effectiveness of immersive virtual reality (VR) for science learning by comparing an VR environment with traditional learning. One group learned about cell biology with a headmounted display using interactive simulation modules in VR, the other with a slideshow presenting the same materials. This study focused on the research question: 'Does learning in immersive VR designed to take advantage of VR affordances lead to higher learning outcomes and affective outcomes compared to traditional instruction?' In a quasi-experimental between-subject control group design $(\mathrm{N}=63)$, we measured students' recall, comprehension, interest, motivation, and experienced emotions. Results indicate that the VR group scored significantly higher than the control group on some dimensions of the post assessment. In addition, VR learners reported higher scores of positive affect and interest. The results of this study support the idea that an affordances approach to the design of VR for learning results in increased learning outcomes and that by using such an approach, VR can be a viable tool for science learning.
KW - Affective Learning
KW - H.1.2 [Models and Principles]
KW - Human Factors
KW - I.3.7 [Computing Graphics]
KW - Immersive VR
KW - STEM Learning
KW - Technology-Enhanced Classrooms
KW - Three-Dimensional Graphics and Realism
KW - User/Machine Systems
KW - Virtual Reality
UR - http://www.scopus.com/inward/record.url?scp=85191525850&partnerID=8YFLogxK
UR - http://www.scopus.com/inward/citedby.url?scp=85191525850&partnerID=8YFLogxK
U2 - 10.1109/VR58804.2024.00113
DO - 10.1109/VR58804.2024.00113
M3 - Conference contribution
AN - SCOPUS:85191525850
T3 - Proceedings - 2024 IEEE Conference on Virtual Reality and 3D User Interfaces, VR 2024
SP - 945
EP - 950
BT - Proceedings - 2024 IEEE Conference on Virtual Reality and 3D User Interfaces, VR 2024
PB - Institute of Electrical and Electronics Engineers Inc.
T2 - 31st IEEE Conference on Virtual Reality and 3D User Interfaces, VR 2024
Y2 - 16 March 2024 through 21 March 2024
ER -