Audon Archibald, Regina Kaplan-Rakowski, Ruthanne Thompson, Tania Heap
{"title":"三维基因:虚拟现实对生物学学生表现和认知的影响","authors":"Audon Archibald, Regina Kaplan-Rakowski, Ruthanne Thompson, Tania Heap","doi":"10.1111/bjet.70034","DOIUrl":null,"url":null,"abstract":"<div>\n \n \n <section>\n \n <p>This study explored the impact of high-immersion virtual reality (VR) as an innovative andragogical tool in undergraduate biology education. Amidst concerns about traditional lecture-based teaching methods, VR can offer interactive hands-on experiences. The study hypothesized that students who opt in for a supplementary VR experience will outperform the students presented with text-based lectures and the students presented with video-assisted content in content-related quizzes and assignments. The study involved 456 students of an undergraduate contemporary biology course. Three conditions were presented over four semesters: a VR activity focused on teaching genetics and Punnett squares that supplemented a video lecture, video lecture only and long-form text-based materials only. Pre- and post-VR activity tests were conducted to assess knowledge gains and perceptions of the VR experience of the 49 students who chose the additional VR experience. Results suggest significant improvements in the immediate content-related post-test scores, delivered in multiple-choice format. A significant difference was observed in the mean scores of the genetics module assignments (delivered in long-form text format) among the three groups (ie, VR-and-video-assisted group; video-assisted group; text-only materials group). The text-only group scored the lowest, while the video-and-VR-assisted group scored the highest, but only marginally higher than the video-assisted group. The results suggest that VR provides a viable, scalable and cost-effective complement to traditional laboratory practice. Rather than outperforming lecture-based approaches, VR offers an accessible way to practical experiences that would otherwise require specialized facilities or costly equipment. Our findings provide a baseline and highlight a need for further research to investigate the full potential and limitations of integrating VR in biology education.</p>\n </section>\n \n <section>\n \n <div>\n \n <div>\n \n <h3>Practitioner notes</h3>\n <p>What is already known about this topic\n\n </p><ul>\n \n <li>Virtual reality (VR) has emerged as an increasingly viable method of engaging users in educational experiences.</li>\n \n <li>VR as a medium can engage users in ways traditional media struggle to achieve, such as fostering empathy and delivering immersive experiences.</li>\n \n <li>Hands-on learning opportunities remain highly relevant to STEM education, an area highly appropriate for exploration in VR.</li>\n \n <li>VR has gained considerable traction in biology education.</li>\n </ul>\n <p>What this paper adds\n\n </p><ul>\n \n <li>Evidence for the integration of VR into a high-enrollment, accredited curriculum implemented in a naturalistic, ecologically valid context.</li>\n \n <li>A comparison of VR-assisted biology lessons with more traditional, video- or text-based lecture in high-enrollment undergraduate courses.</li>\n \n <li>VR experiences may be more beneficial than lecture-based instruction for complex topics in undergraduate education.</li>\n </ul>\n <p>Implications for practice and/or policy\n\n </p><ul>\n \n <li>VR is particularly useful in addressing typically challenging learning concepts.</li>\n \n <li>The integration of VR technology with large-enrollment undergraduate courses is possible.</li>\n \n <li>The availability of VR experiences and equipment remains necessary for the successful integration of VR.</li>\n </ul>\n </div>\n </div>\n </section>\n </div>","PeriodicalId":48315,"journal":{"name":"British Journal of Educational Technology","volume":"57 2","pages":"559-578"},"PeriodicalIF":8.1000,"publicationDate":"2025-12-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":"{\"title\":\"Genes in 3D: The impact of virtual reality on biology students' performance and perceptions\",\"authors\":\"Audon Archibald, Regina Kaplan-Rakowski, Ruthanne Thompson, Tania Heap\",\"doi\":\"10.1111/bjet.70034\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"<div>\\n \\n \\n <section>\\n \\n <p>This study explored the impact of high-immersion virtual reality (VR) as an innovative andragogical tool in undergraduate biology education. Amidst concerns about traditional lecture-based teaching methods, VR can offer interactive hands-on experiences. The study hypothesized that students who opt in for a supplementary VR experience will outperform the students presented with text-based lectures and the students presented with video-assisted content in content-related quizzes and assignments. The study involved 456 students of an undergraduate contemporary biology course. Three conditions were presented over four semesters: a VR activity focused on teaching genetics and Punnett squares that supplemented a video lecture, video lecture only and long-form text-based materials only. Pre- and post-VR activity tests were conducted to assess knowledge gains and perceptions of the VR experience of the 49 students who chose the additional VR experience. Results suggest significant improvements in the immediate content-related post-test scores, delivered in multiple-choice format. A significant difference was observed in the mean scores of the genetics module assignments (delivered in long-form text format) among the three groups (ie, VR-and-video-assisted group; video-assisted group; text-only materials group). The text-only group scored the lowest, while the video-and-VR-assisted group scored the highest, but only marginally higher than the video-assisted group. The results suggest that VR provides a viable, scalable and cost-effective complement to traditional laboratory practice. Rather than outperforming lecture-based approaches, VR offers an accessible way to practical experiences that would otherwise require specialized facilities or costly equipment. Our findings provide a baseline and highlight a need for further research to investigate the full potential and limitations of integrating VR in biology education.</p>\\n </section>\\n \\n <section>\\n \\n <div>\\n \\n <div>\\n \\n <h3>Practitioner notes</h3>\\n <p>What is already known about this topic\\n\\n </p><ul>\\n \\n <li>Virtual reality (VR) has emerged as an increasingly viable method of engaging users in educational experiences.</li>\\n \\n <li>VR as a medium can engage users in ways traditional media struggle to achieve, such as fostering empathy and delivering immersive experiences.</li>\\n \\n <li>Hands-on learning opportunities remain highly relevant to STEM education, an area highly appropriate for exploration in VR.</li>\\n \\n <li>VR has gained considerable traction in biology education.</li>\\n </ul>\\n <p>What this paper adds\\n\\n </p><ul>\\n \\n <li>Evidence for the integration of VR into a high-enrollment, accredited curriculum implemented in a naturalistic, ecologically valid context.</li>\\n \\n <li>A comparison of VR-assisted biology lessons with more traditional, video- or text-based lecture in high-enrollment undergraduate courses.</li>\\n \\n <li>VR experiences may be more beneficial than lecture-based instruction for complex topics in undergraduate education.</li>\\n </ul>\\n <p>Implications for practice and/or policy\\n\\n </p><ul>\\n \\n <li>VR is particularly useful in addressing typically challenging learning concepts.</li>\\n \\n <li>The integration of VR technology with large-enrollment undergraduate courses is possible.</li>\\n \\n <li>The availability of VR experiences and equipment remains necessary for the successful integration of VR.</li>\\n </ul>\\n </div>\\n </div>\\n </section>\\n </div>\",\"PeriodicalId\":48315,\"journal\":{\"name\":\"British Journal of Educational Technology\",\"volume\":\"57 2\",\"pages\":\"559-578\"},\"PeriodicalIF\":8.1000,\"publicationDate\":\"2025-12-04\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"0\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"British Journal of Educational Technology\",\"FirstCategoryId\":\"95\",\"ListUrlMain\":\"https://bera-journals.onlinelibrary.wiley.com/doi/10.1111/bjet.70034\",\"RegionNum\":1,\"RegionCategory\":\"教育学\",\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"Q1\",\"JCRName\":\"EDUCATION & EDUCATIONAL RESEARCH\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"British Journal of Educational Technology","FirstCategoryId":"95","ListUrlMain":"https://bera-journals.onlinelibrary.wiley.com/doi/10.1111/bjet.70034","RegionNum":1,"RegionCategory":"教育学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q1","JCRName":"EDUCATION & EDUCATIONAL RESEARCH","Score":null,"Total":0}
Genes in 3D: The impact of virtual reality on biology students' performance and perceptions
This study explored the impact of high-immersion virtual reality (VR) as an innovative andragogical tool in undergraduate biology education. Amidst concerns about traditional lecture-based teaching methods, VR can offer interactive hands-on experiences. The study hypothesized that students who opt in for a supplementary VR experience will outperform the students presented with text-based lectures and the students presented with video-assisted content in content-related quizzes and assignments. The study involved 456 students of an undergraduate contemporary biology course. Three conditions were presented over four semesters: a VR activity focused on teaching genetics and Punnett squares that supplemented a video lecture, video lecture only and long-form text-based materials only. Pre- and post-VR activity tests were conducted to assess knowledge gains and perceptions of the VR experience of the 49 students who chose the additional VR experience. Results suggest significant improvements in the immediate content-related post-test scores, delivered in multiple-choice format. A significant difference was observed in the mean scores of the genetics module assignments (delivered in long-form text format) among the three groups (ie, VR-and-video-assisted group; video-assisted group; text-only materials group). The text-only group scored the lowest, while the video-and-VR-assisted group scored the highest, but only marginally higher than the video-assisted group. The results suggest that VR provides a viable, scalable and cost-effective complement to traditional laboratory practice. Rather than outperforming lecture-based approaches, VR offers an accessible way to practical experiences that would otherwise require specialized facilities or costly equipment. Our findings provide a baseline and highlight a need for further research to investigate the full potential and limitations of integrating VR in biology education.
Practitioner notes
What is already known about this topic
Virtual reality (VR) has emerged as an increasingly viable method of engaging users in educational experiences.
VR as a medium can engage users in ways traditional media struggle to achieve, such as fostering empathy and delivering immersive experiences.
Hands-on learning opportunities remain highly relevant to STEM education, an area highly appropriate for exploration in VR.
VR has gained considerable traction in biology education.
What this paper adds
Evidence for the integration of VR into a high-enrollment, accredited curriculum implemented in a naturalistic, ecologically valid context.
A comparison of VR-assisted biology lessons with more traditional, video- or text-based lecture in high-enrollment undergraduate courses.
VR experiences may be more beneficial than lecture-based instruction for complex topics in undergraduate education.
Implications for practice and/or policy
VR is particularly useful in addressing typically challenging learning concepts.
The integration of VR technology with large-enrollment undergraduate courses is possible.
The availability of VR experiences and equipment remains necessary for the successful integration of VR.
期刊介绍:
BJET is a primary source for academics and professionals in the fields of digital educational and training technology throughout the world. The Journal is published by Wiley on behalf of The British Educational Research Association (BERA). It publishes theoretical perspectives, methodological developments and high quality empirical research that demonstrate whether and how applications of instructional/educational technology systems, networks, tools and resources lead to improvements in formal and non-formal education at all levels, from early years through to higher, technical and vocational education, professional development and corporate training.