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Related Concept Videos

Cognitive Learning01:21

Cognitive Learning

Cognitive learning is based on purposive behavior, incidental learning, and insight learning.
E. C. Tolman's theory of purposive behavior emphasizes that much behavior is goal-directed. He argued that to understand behavior, we must look at the entire sequence of actions leading to a goal. For instance, high school students study hard, not just due to past reinforcement but also to achieve the goal of getting into a good college.
Tolman introduced the idea that behavior is influenced by...
Purposive Learning01:22

Purposive Learning

E. C. Tolman emphasized the purposiveness of behavior — the idea that much of our behavior is goal-directed. For instance, employees who aim for a promotion work diligently to meet their targets. Tolman argued that when classical conditioning and operant conditioning occur, the organism acquires certain expectations. In classical conditioning, a child might fear a dog because they expect it to bite. In operant conditioning, a person might consistently work overtime because they expect a bonus...

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Game on: immersive virtual laboratory simulation improves student learning outcomes & motivation.

Danielle Tsirulnikov1, Celeste Suart2, Ream Abdullah2

  • 1Bachelor of Health Sciences Program, Faculty of Health Science, McMaster University, Hamilton, ON, Canada.

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Summary

Virtual reality laboratory simulations enhance student motivation and learning outcomes in postsecondary science education. This immersive technology, using head-mounted displays, offers a valuable supplement to traditional teaching methods.

Keywords:
gamified interventionslaboratory simulationslearning outcomesmotivationundergraduate educationvirtual reality

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Area of Science:

  • Science Education
  • Educational Technology
  • Virtual Reality

Background:

  • Gamified learning and virtual laboratory simulations are increasingly used in postsecondary education to boost student motivation and learning.
  • The COVID-19 pandemic accelerated the adoption of online learning tools, including virtual labs, to replace or supplement hands-on wet-lab experiences.
  • Head-mounted display (HMD) technology offers immersive virtual reality (VR) experiences.

Purpose of the Study:

  • To investigate the impact of HMD-based virtual laboratory simulations on undergraduate students' motivation and learning outcomes.
  • To explore student experiences with VR laboratory simulations in a postsecondary science context.

Main Methods:

  • A mixed-methods approach was employed with 39 undergraduate participants.
  • Data collection included pre- and post-simulation test scores, qualitative feedback, and quantitative experience ratings.
  • Participants engaged in two distinct laboratory simulations using HMD technology.

Main Results:

  • Participants demonstrated increased test scores after completing the virtual laboratory simulations, with no significant differences between the two simulation types.
  • Self-reported measures indicated very positive levels of learner motivation and engagement.
  • The HMD technology was found to be user-friendly, though eye strain was a common side effect.
  • 91% of participants viewed VR laboratory simulations as a beneficial supplement to conventional teaching.

Conclusions:

  • Immersive VR laboratory simulations delivered via HMD technology can effectively enhance both learning outcomes and learner motivation in postsecondary science education.
  • VR simulations present a promising tool for supplementing traditional laboratory work, particularly in online or blended learning environments.
  • Further research could explore optimizing VR simulations to mitigate side effects like eye strain and maximize educational benefits.