Ready student one: Exploring the predictors of student learning in virtual reality

PLoS One. 2020 Mar 25;15(3):e0229788. doi: 10.1371/journal.pone.0229788. eCollection 2020.

Abstract

Immersive virtual reality (VR) has enormous potential for education, but classroom resources are limited. Thus, it is important to identify whether and when VR provides sufficient advantages over other modes of learning to justify its deployment. In a between-subjects experiment, we compared three methods of teaching Moon phases (a hands-on activity, VR, and a desktop simulation) and measured student improvement on existing learning and attitudinal measures. While a substantial majority of students preferred the VR experience, we found no significant differences in learning between conditions. However, we found differences between conditions based on gender, which was highly correlated with experience with video games. These differences may indicate certain groups have an advantage in the VR setting.

Publication types

  • Comparative Study
  • Research Support, Non-U.S. Gov't

MeSH terms

  • Adolescent
  • Female
  • Humans
  • Learning
  • Male
  • Sex Factors
  • Simulation Training / methods*
  • Students / psychology*
  • Video Games
  • Virtual Reality*
  • Young Adult

Grants and funding

ASW received funding for this project from Oculus Education (https://www.oculus.com) as part of their program to support research using virtual reality in education. The funders had no role in study design, data collection and analysis, decision to publish, or preparation of the manuscript.