Abstract

Our main goal was to investigate if and how using multiple immersive virtual reality (iVR) simulations and their video playback, in a science course, affects student learning over time. We conducted a longitudinal study, in ecological settings, at an undergraduate field-course on three topics in environmental biology. Twenty-eight undergraduates were randomly assigned to either an iVR-interaction group or a video-viewing group. During the field-course, the iVR group interacted with a head-mounted device-based iVR simulation related to each topic (i.e. total three interventions), while the video group watched a pre-recorded video of the respective simulation on a laptop. Cognitive and affective data were collected through the following checkpoints: a pre-test before the first intervention, one topic-specific post-test immediately after each intervention, a final post-test towards the end of the course, and a longitudinal post-test deployed approximately 2 months after the course. Through a descriptive analysis, it was found that student performance on the knowledge tests increased considerably over time for the iVR group but remained unchanged for the video group. While no within- or between-group differences were noted for intrinsic motivation and self-efficacy measures, students in the iVR group enjoyed all the simulations, and perceived themselves to benefit from those simulations.

Highlights

  • Head-mounted device-based (i.e. HMD-based) immersive virtual reality simulation interfaces are powerful learning and teaching media in science, technology, engineering and mathematics (STEM)

  • Some students perceived the integration of technology and the accompanying multiple tests in the course pedagogy as ‘additional work’, corroboratively indicating a growing disengagement among students from the interventions over time

  • Despite our low sample size, and weak but indicative results on longitudinal learning outcome trends, our study strongly demonstrates the necessity of such investigative approaches to better understand if and how innovative iVR simulations for higher education could be designed and implemented in practice

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Summary

Introduction

Head-mounted device-based (i.e. HMD-based) immersive virtual reality (hereafter, iVR) simulation interfaces are powerful learning and teaching media in science, technology, engineering and mathematics (STEM). They afford learner’s engagement and interaction with abstract or inaccessible scientific entities, phenomena and concepts in innovative ways (Pande 2020; Pande and Chandrasekharan, 2017). Research fails to provide insights into the long-term effectiveness and usefulness of iVR-based instruction (Sánchez, Lumberas, and Silva 1997)

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