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

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 m...

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Bibliographic Details
Published inPloS one Vol. 15; no. 3; p. e0229788
Main Authors Madden, J., Pandita, S., Schuldt, J. P., Kim, B., S. Won, A., Holmes, N. G.
Format Journal Article
LanguageEnglish
Published United States Public Library of Science 25.03.2020
Public Library of Science (PLoS)
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Summary: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.
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Competing Interests: The authors have declared that no competing interests exist.
ISSN:1932-6203
1932-6203
DOI:10.1371/journal.pone.0229788