Assessing Learning in an Immersive Virtual Reality: A Curriculum-Based Experiment in Chemistry Education
Abstract
:1. Introduction
2. Related Work
2.1. Characteristics of STEM/Chemistry Education
- It requires hard-to-set-up infrastructure, equipment, and safety procedures;
- The content/subject matter is complex;
- It may require extra skills and abilities (such as spatial skills) to be able to visualize and understand the concepts;
- It involves active learning/learners’ engagement.
2.2. VR for STEM/Chemistry Education
2.3. Summary and Gap Analysis
- Can using VR and authentic visualization (using ball–stick models) improve learning compared to two-dimensional (2D/text-based) content? More specifically, what is the effect of learning activity or subject-matter type on the success of VR-based learning?
- What is the effect of different VR-interaction techniques on learning and overall learner experience?
- What is the effect of immersion through HMD devices compared to desktop and mobile VR?
- What is the effect of realistic simulations of labs and other environments on learning compared to more limited virtual solutions?
- How can specific curriculum-based content be implemented in VR?
- How can learning theories and pedagogical methods be implemented in VR?
- How does VR help with performance and learning evaluation?
3. Study Design
3.1. Overview and Experience-Design Principles
3.1.1. Research Questions and Variables
3.1.2. Interactions
3.1.3. Specific Application of Learning Theories
- Constructivism [31] and Experiential Learning [32]: Related to each other, these theories state that the learner builds knowledge rather than receiving it, and does so through their experience of the world. Our high-fidelity immersive VR experience allows learners to simulate real-world situations and problems, simulate real-world spatial navigation and interaction, and attempt to solve problems. For example, stacking cubes or finding objects and operating equipment are tasks used in our VR environment;
- Cognitivism [33]: To reduce cognitive load, we have limited the amount of information presented in the virtual lab to only what is necessary at a given time. Users can choose to reveal or hide extra information as needed;
- Scaffolding [34]: We have utilized this theory to gradually increase the complexity of the VR environment as learners progress. Starting with a lower fidelity simulation, learners are directed to focus on the most important elements and gradually build their skills in interacting with objects and navigating the environment;
- Guided Learning [35]: To make the information more manageable, we have divided the activities into smaller segments and presented them in separate stations. Complex procedures and related information are also broken into smaller texts and are hidden in popup/dialogue boxes, only revealed when users point to or hover over them. To enhance the learning experience, we have incorporated voice instructions, in-app quizzes, tests, and highlighting features for interactable elements to guide the learner through each step.
3.2. Participants
- Group A, 10 participants (text-based group);
- Group B1, 10 participants (IVR, interaction type1);
- Group B2, 10 participants (IVR, interaction type2).
3.3. Material
3.3.1. Base VR Experience
3.3.2. Curriculum-Based Content
3.3.3. Knowledge Test
- Rate the following question from 1 to 5 (1 = strongly disagree to 5 = strongly agree)
- ○
- This VR visualization helps to understand the hybridization concept (angles) better compared to what I read in the textbook.
- Which of the following statements is agreeable to you?
- ○
- My test score would improve if I had a chance to complete the VR experiment before taking the knowledge test;
- ○
- Completing this VR experiment before the knowledge test would not help me to score better.
3.3.4. Usability Survey
3.4. Procedure
3.4.1. Overview and Hypotheses
- Group A (2D text and images) will have a lower test score compared to Groups B1 (VR interaction type 1) and B2 (VR interaction type 2). This outcome is hypothesized due to the perceived complexity of the concepts and the lack of visualization features in text-based content vs. the visualization capability VR would be providing for the other two groups;
- Group B2 will perform better in terms of efficiency and accuracy compared to the other two groups. We expect this to happen due to the nature of ray-cast features vs. hand–body gesture interactions, which is more user-friendly in VR environments (even though the hand gestures may seem more natural);
- Usability test scores for Group B2 will show higher rates for ease of use and overall satisfaction, due to the use of VR and the interaction of type 2, which is expected to be easier.
3.4.2. Tasks for Group A (Text-Based)
- Read the two-page lesson content related to the hybridization topic (Supplementary Materials S1, D);
- Complete a knowledge test;
- Complete the VR experiment interaction type 1, detailed in the next section. Due to the small group sizes, we did not divide Group A into two sub-groups for type 1 and 2 for the VR tasks. Group A with type 1 was used as a comparison group;
- Answer an open-ended question about how they felt in VR and if they thought it would enhance their learning if it had been made available to them before taking the knowledge test.
3.4.3. Tasks for VR Groups
3.4.4. Group B1—VR (Interaction Type 1)
3.4.5. Group B2—VR (Interaction Type 2)
4. Results
4.1. Orbital and Lewis Structure
4.1.1. For BeCl2
4.1.2. For BF3
4.1.3. For NH4+
4.2. Efficiency and Accuracy
4.2.1. Efficiency and Accuracy Differences between Groups for Task 1 (BeCl2)
4.2.2. Efficiency and Accuracy Differences between Groups for Task 2 (BF3)
4.2.3. Efficiency and Accuracy Differences between Groups for Task 3 (NH4+)
4.3. Usability
5. Discussion
5.1. Summary of Findings
5.1.1. Hypothesis 1: The Effect of VR on Learning
5.1.2. Hypothesis 2: For Efficiency (in Tutorial Tasks)
5.1.3. Hypothesis 3. Usability and Overall Satisfaction
5.2. Limitations
6. Conclusions
Supplementary Materials
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Conflicts of Interest
References
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Dependent Variable | Research Question No. | Type | Instrument |
---|---|---|---|
Learning outcome (hybridization) | 1 | Objective | Knowledge test Observation |
Usability | 2 | Subjective | Survey |
Task completion (grasp, find, verify, travel, and apply) | 1 | Objective | In-app data |
Efficiency and accuracy | 2 | Objective | In-app data |
Task | Correct Answer in 3D (Orbital Diagram) | Correct Answer in 3D (Lewis Structure) |
---|---|---|
1-Build sp hybrid orbitals and Lewis structures using BeCl2 as an example (linear). | ||
2: Build sp2 hybrid orbitals and Lewis structures using BF3 (trigonal planar) | ||
3: Build sp3 hybrid orbitals and Lewis structures using NH4+ (tetrahedral) |
BeCl2 | Completion Rate | Group A | Group B1 | Group B2 |
---|---|---|---|---|
Orbital Diagram | Not completed | 4 | 1 | 0 |
Partly completed | 4 | 0 | 0 | |
Fully completed | 2 | 9 | 10 | |
Lewis Structure | Not completed | 6 | 4 | 4 |
Partly completed | 2 | 0 | 2 | |
Fully completed | 2 | 6 | 4 |
BF3 | Completion Rate | Group A | Group B1 | Group B2 |
---|---|---|---|---|
Orbital Diagram | Not completed | 8 | 0 | 0 |
Partly completed | 2 | 2 | 2 | |
Fully completed | 0 | 8 | 8 | |
Lewis Structure | Not completed | 4 | 4 | 2 |
Partly completed | 2 | 1 | 1 | |
Fully completed | 4 | 5 | 7 |
NH4+ | Completion Rate | Group A | Group B1 | Group B2 |
---|---|---|---|---|
Orbital Diagram | Not completed | 5 | 2 | 3 |
Partly completed | 3 | 3 | 5 | |
Fully completed | 2 | 5 | 2 | |
Lewis Structure | Not completed | 4 | 6 | 6 |
Partly completed | 2 | 2 | 3 | |
Fully completed | 4 | 2 | 1 |
Group A | Group B1 | Group B2 |
---|---|---|
Count: 10 | Count: 10 | Count: 10 |
Mean: 4.3 | Mean: 4.3 | Mean: 4.1 |
Median: 4.5 | Median: 4 | Median: 4 |
Standard Deviation: 0.823273 | Standard Deviation: 0.674949 | Standard Deviation: 0.737865 |
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Qorbani, S.; Dalili, S.; Arya, A.; Joslin, C. Assessing Learning in an Immersive Virtual Reality: A Curriculum-Based Experiment in Chemistry Education. Educ. Sci. 2024, 14, 476. https://doi.org/10.3390/educsci14050476
Qorbani S, Dalili S, Arya A, Joslin C. Assessing Learning in an Immersive Virtual Reality: A Curriculum-Based Experiment in Chemistry Education. Education Sciences. 2024; 14(5):476. https://doi.org/10.3390/educsci14050476
Chicago/Turabian StyleQorbani, Sam, Shadi Dalili, Ali Arya, and Christopher Joslin. 2024. "Assessing Learning in an Immersive Virtual Reality: A Curriculum-Based Experiment in Chemistry Education" Education Sciences 14, no. 5: 476. https://doi.org/10.3390/educsci14050476
APA StyleQorbani, S., Dalili, S., Arya, A., & Joslin, C. (2024). Assessing Learning in an Immersive Virtual Reality: A Curriculum-Based Experiment in Chemistry Education. Education Sciences, 14(5), 476. https://doi.org/10.3390/educsci14050476