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

Cornell Affiliated Author(s)

Author

J. Madden
S. Pandita
J.P. Schuldt
B. Kim
A.S. Won
N.G. Holmes

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. © 2020 Madden et al. This is an open access article distributed under the terms of the Creative Commons Attribution License, which permits unrestricted use, distribution, and reproduction in any medium, provided the original author and source are credited.

Date Published

Journal

PLoS ONE

Volume

15

Issue

3

URL

https://www.scopus.com/inward/record.uri?eid=2-s2.0-85082339371&doi=10.1371%2fjournal.pone.0229788&partnerID=40&md5=1dd809b1829bd17ae36129bc220b82b5

DOI

10.1371/journal.pone.0229788

Group (Lab)

Natasha Holmes Group

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