A controlled study of virtual reality in first-year magnetostatics

Chris D. Porter, Jonathan Brown, Joseph R Smith, Amber Simmons, M. Nieberding, Abigail E. Ayers, C. Orban
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引用次数: 5

Abstract

Stereoscopic virtual reality (VR) has experienced a resurgence due to flagship products such as the Oculus Rift, HTC Vive and smartphone-based VR solutions like Google Cardboard. This is causing the question to resurface: how can stereoscopic VR be useful in instruction, if at all, and what are the pedagogical best practices for its use? To address this, and to continue our work in this sphere, we performed a study of 289 introductory physics students who were sorted into three different treatment types: stereoscopic virtual reality, WebGL simulation, and static 2D images, each designed to provide information about magnetic fields and forces. Students were assessed using preliminary items designed to focus on heavily-3D systems. We report on assessment reliability, and on student performance. Overall, we find that students who used VR did not significantly outperform students using other treatment types. There were significant differences between sexes, as other studies have noted. Dependence on students' self-reported 3D videogame play was observed, in keeping with previous studies, but this dependence was not restricted to the VR treatment.
一年级静磁学中虚拟现实的对照研究
由于Oculus Rift、HTC Vive等旗舰产品以及谷歌Cardboard等基于智能手机的VR解决方案,立体虚拟现实(VR)经历了一次复苏。这就引发了一个问题:立体VR如何在教学中发挥作用,如果有的话,它的最佳教学实践是什么?为了解决这个问题,并继续我们在这一领域的工作,我们对289名物理学导论学生进行了研究,他们被分为三种不同的处理类型:立体虚拟现实、WebGL模拟和静态2D图像,每一种都旨在提供有关磁场和力的信息。学生们使用初步项目进行评估,这些项目的设计重点是3d系统。我们报告评估的可靠性和学生的表现。总体而言,我们发现使用VR的学生并没有明显优于使用其他治疗类型的学生。正如其他研究指出的那样,性别之间存在显著差异。与之前的研究一致,观察到学生对自我报告的3D视频游戏的依赖,但这种依赖并不局限于VR治疗。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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