Fernando Elemar Vicente dos Anjos, Adriano de Oliveira Martins, Gislene Salim Rodrigues, M. Sellitto, Debora Oliveira da Silva
{"title":"Boosting Engineering Education with Virtual Reality: An Experiment to Enhance Student Knowledge Retention","authors":"Fernando Elemar Vicente dos Anjos, Adriano de Oliveira Martins, Gislene Salim Rodrigues, M. Sellitto, Debora Oliveira da Silva","doi":"10.3390/asi7030050","DOIUrl":null,"url":null,"abstract":"This article is about experiments investigating teaching and learning processes and their effects on students. Specifically, the laboratory experiment method aims to determine if using virtual reality in classes leads to better learning outcomes, knowledge retention, satisfaction, engagement, and attractiveness compared to traditional teaching methods. The study found that students who used VR (Experimental Group—EG) had significantly better learning outcomes (with an average of 5.9747) compared to the control group (Control Group—CG), who only had traditional classes (with an average of 4.6229). The study employed a Likert scale from 1 to 7. The difference between EG and CG was 29.2%. Furthermore, the study found that students in the EG had higher knowledge retention, satisfaction, engagement, and attractiveness compared to the CG. All measurements were above 6.4 on the same scale. This study is important because it explores innovative teaching methods and their potential to improve learning outcomes, satisfaction, and efficiency. It also opens up avenues for further research on teaching methodologies for undergraduate students.","PeriodicalId":36273,"journal":{"name":"Applied System Innovation","volume":null,"pages":null},"PeriodicalIF":3.8000,"publicationDate":"2024-06-13","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Applied System Innovation","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.3390/asi7030050","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q2","JCRName":"COMPUTER SCIENCE, INFORMATION SYSTEMS","Score":null,"Total":0}
引用次数: 0
Abstract
This article is about experiments investigating teaching and learning processes and their effects on students. Specifically, the laboratory experiment method aims to determine if using virtual reality in classes leads to better learning outcomes, knowledge retention, satisfaction, engagement, and attractiveness compared to traditional teaching methods. The study found that students who used VR (Experimental Group—EG) had significantly better learning outcomes (with an average of 5.9747) compared to the control group (Control Group—CG), who only had traditional classes (with an average of 4.6229). The study employed a Likert scale from 1 to 7. The difference between EG and CG was 29.2%. Furthermore, the study found that students in the EG had higher knowledge retention, satisfaction, engagement, and attractiveness compared to the CG. All measurements were above 6.4 on the same scale. This study is important because it explores innovative teaching methods and their potential to improve learning outcomes, satisfaction, and efficiency. It also opens up avenues for further research on teaching methodologies for undergraduate students.