During the last few decades, virtual reality has developed rapidly as relevant technology and wearable devices become available. Many studies have investigated the educational benefit of immersive virtual reality (I-VR) in science education. However, the increasing use of virtual reality in education reveals little research conducted on I-VR’s effectiveness for middle and high school students. This study aims to explore the possibility of learning with I-VR among ninth, eleventh and twelfth grades students in Taiwan. We have chosen abstract scientific concepts and embedded them in a virtual learning environment, then developed curricula based on the national standard. Moreover, we built a virtual art museum called the Scuola di Atene along with a laboratory and designed hands-on tasks to engage students in learning. To test the efficacy of Scuola di Atene, we recruited middle school students (n = 27) and high school students (n = 72) and asked for their feedback via self-report. The results indicated that most students were engaged in the activities through I-VR. However, a few students commented that they lacked opportunities to interact with their peers and felt uncomfortable with the headset. In addition, we also found that the hearing-impaired students enjoyed and responded positively to the tool they used and actively collaborated on solving the problems in the I-VR environment. In conclusion, this study has created six I-VR learning curricula and environments for middle and high school students. The I-VR curricula not only allowed students to visualize abstract concepts (e.g., the structure of molecular), it also allowed students to engage in learning activities to develop their experimental skills (e.g., operating the experiment). The implications of this study suggest that it is crucial to pay attention to students’ individual needs and attitudes toward I-VR while designing an immersed-interactive I-VR curriculum; it is also crucial to empower teachers to make good use of the tool to engage students in learning tasks.

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La Scuola di Atene: Immersive Virtual Reality for Science Education

  • Mao-Ren Zeng,
  • Mei-Hung Chiu

摘要

During the last few decades, virtual reality has developed rapidly as relevant technology and wearable devices become available. Many studies have investigated the educational benefit of immersive virtual reality (I-VR) in science education. However, the increasing use of virtual reality in education reveals little research conducted on I-VR’s effectiveness for middle and high school students. This study aims to explore the possibility of learning with I-VR among ninth, eleventh and twelfth grades students in Taiwan. We have chosen abstract scientific concepts and embedded them in a virtual learning environment, then developed curricula based on the national standard. Moreover, we built a virtual art museum called the Scuola di Atene along with a laboratory and designed hands-on tasks to engage students in learning. To test the efficacy of Scuola di Atene, we recruited middle school students (n = 27) and high school students (n = 72) and asked for their feedback via self-report. The results indicated that most students were engaged in the activities through I-VR. However, a few students commented that they lacked opportunities to interact with their peers and felt uncomfortable with the headset. In addition, we also found that the hearing-impaired students enjoyed and responded positively to the tool they used and actively collaborated on solving the problems in the I-VR environment. In conclusion, this study has created six I-VR learning curricula and environments for middle and high school students. The I-VR curricula not only allowed students to visualize abstract concepts (e.g., the structure of molecular), it also allowed students to engage in learning activities to develop their experimental skills (e.g., operating the experiment). The implications of this study suggest that it is crucial to pay attention to students’ individual needs and attitudes toward I-VR while designing an immersed-interactive I-VR curriculum; it is also crucial to empower teachers to make good use of the tool to engage students in learning tasks.