Beyond Slideshows - Investigating the Impact of Immersive Virtual Reality on Science Learning

Fabian Froehlich, Chris Hovey, Sameen Reza, Jan L. Plass

Research output: Chapter in Book/Report/Conference proceedingConference contribution

Abstract

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.

Original languageEnglish (US)
Title of host publicationProceedings - 2024 IEEE Conference on Virtual Reality and 3D User Interfaces, VR 2024
PublisherInstitute of Electrical and Electronics Engineers Inc.
Pages945-950
Number of pages6
ISBN (Electronic)9798350374025
DOIs
StatePublished - 2024
Event31st IEEE Conference on Virtual Reality and 3D User Interfaces, VR 2024 - Orlando, United States
Duration: Mar 16 2024Mar 21 2024

Publication series

NameProceedings - 2024 IEEE Conference on Virtual Reality and 3D User Interfaces, VR 2024

Conference

Conference31st IEEE Conference on Virtual Reality and 3D User Interfaces, VR 2024
Country/TerritoryUnited States
CityOrlando
Period3/16/243/21/24

Keywords

  • Affective Learning
  • H.1.2 [Models and Principles]
  • Human Factors
  • I.3.7 [Computing Graphics]
  • Immersive VR
  • STEM Learning
  • Technology-Enhanced Classrooms
  • Three-Dimensional Graphics and Realism
  • User/Machine Systems
  • Virtual Reality

ASJC Scopus subject areas

  • Computer Graphics and Computer-Aided Design
  • Human-Computer Interaction
  • Media Technology
  • Modeling and Simulation

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