Abstract

Recent years have seen a resurgence of interest in using Virtual Reality (VR) technology to benefit instruction, especially in physics and related subjects. As VR devices improve and become more widely available, there remains a number of unanswered questions regarding the impact of VR on student learning and how best to use this technology in the classroom. On the topic of electrostatics, for example, a large, controlled, randomized study performed by Smith et al. 2017\cite{smith17}, found that VR-based instruction had an overall negligible impact on student learning compared to videos or images. However, they did find a strong trend for students who reported frequent video game play to learn better from VR than other media. One possible interpretation of this result is that extended videogame play provides a kind of "training" that enables a student to learn more comfortably in the virtual environment. In the present work we consider if a VR training activity that is unrelated to electrostatics can help prepare students to learn electrostatics from subsequent VR instruction. We find that preliminary VR training leads to a small but statistically significant improvement in student performance on our electrostatics assessment. We also find that student reported game play is still correlated with higher scores on this metric.

Highlights

  • Many topics in physics are inherently three dimensional (3D), but are usually taught using two-dimensional media such as whiteboards and computer screens

  • The assessments were identical for all students, regardless of treatment type, except for a few questions posed during the preliminary training, which were unrelated to electrostatics

  • Questions posed in virtual reality (VR) during electrostatics instruction have not been counted as pre or post, but will be treated separately

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Summary

Introduction

Many topics in physics are inherently three dimensional (3D), but are usually taught using two-dimensional media such as whiteboards and computer screens. A affordable way to provide students with a reasonably high-quality VR experience that we emphasize in this paper is so-called Google Cardboard [22] in which a typical smartphone is placed in a cardboard or plastic headset which may only cost a few dollars. This reduced cost is important because it means each student can potentially have their own VR headset, so that VR can become a regular part of instruction. The reduced cost allowed us to perform a large study using a set of six affordably priced smartphones

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