Embodied immersive virtual reality to enhance the conceptual understanding of charged particles: A qualitative study

Pedro Acevedo , Alejandra J. Magana , Yoselyn Walsh , Hector Will , Bedrich Benes , Christos Mousas
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Abstract

Learning in science, technology, engineering, and mathematics (STEM) is often challenging due to the abstract and counterintuitive nature of some concepts. Computer-based learning has emerged as an alternative method to help improve students' comprehension of these complex topics, even though technological tools must be supported with pedagogical strategies, technology affordances, sound design, and structured activities to teach scientific concepts properly. In that sense, we propose the design of an immersive virtual reality (IVR) experience, including visual and haptic cues to facilitate learning about electric fields (EFs) and charged particles (CPs) concepts. We scaffolded our design tool based on embodied design principles and cognition. The IVR experience allows learners to manipulate the components of point charges (e.g., particles, distance between particles, and charges) to learn electricity concepts. We conducted a qualitative study (N = 8) to assess the designed application. The sample included undergraduate students (five male and three female) from technology-related fields with some or no prior knowledge of high school or higher education physics. We assessed study participants' conceptual understanding through a pretest-posttest and conducted a brief interview to identify their expected interaction with the designed affordances. Screen recording and the System Usability Scale (SUS) are the other metrics of interest in defining study participants’ performance and experience. The collected data and thematic analysis suggested that participants recognized the included affordances based on the embodied design principles and used them to interact, link previous knowledge, and identify the different factors to explain the physics phenomenon. Additionally, we provided insights for designing IVR experiences to promote conceptual understanding of complex STEM topics based on embodied learning principles.

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身临其境的虚拟现实技术增强对带电粒子的概念理解:定性研究
由于某些概念的抽象性和反直觉性,科学、技术、工程和数学(STEM)的学习往往具有挑战性。尽管技术工具必须辅以教学策略、技术承受能力、合理设计和结构化活动才能正确教授科学概念,但基于计算机的学习已成为帮助学生更好地理解这些复杂主题的另一种方法。在这个意义上,我们建议设计一种沉浸式虚拟现实(IVR)体验,包括视觉和触觉提示,以促进对电场(EFs)和带电粒子(CPs)概念的学习。我们根据具身设计原则和认知,为我们的设计工具提供了支架。通过 IVR 体验,学习者可以操作点电荷的组成部分(如粒子、粒子间的距离和电荷)来学习电学概念。我们进行了一项定性研究(N = 8),以评估所设计的应用。样本包括来自技术相关领域的本科生(5 名男生和 3 名女生),他们之前对高中或高等教育物理有一些了解或一无所知。我们通过前测-后测评估了研究参与者对概念的理解,并进行了简短的访谈,以确定他们与设计的可负担性之间的预期互动。屏幕记录和系统可用性量表(SUS)是界定研究参与者的表现和体验的其他指标。收集的数据和主题分析表明,参与者根据体现式设计原则认识到了所包含的可负担性,并利用它们进行互动、联系以前的知识和识别不同的因素来解释物理现象。此外,我们还为设计基于体现式学习原则的 IVR 体验提供了启示,以促进对复杂的 STEM 主题的概念性理解。
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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