Physical Review Physics Education Research (Sep 2020)

Using virtual reality in electrostatics instruction: The impact of training

  • C. D. Porter,
  • J. R. H. Smith,
  • E. M. Stagar,
  • A. Simmons,
  • M. Nieberding,
  • C. M. Orban,
  • J. Brown,
  • A. Ayers

DOI
https://doi.org/10.1103/PhysRevPhysEducRes.16.020119
Journal volume & issue
Vol. 16, no. 2
p. 020119

Abstract

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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. [A controlled study of stereoscopic virtual reality in freshman electrostatics, Proceedings of the 2017 Physics Education Research Conference, Cincinnati, OH, PER Conference series (2017), pp. 376–37910.1119/perc.2017.pr.089], 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.