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Published on: February 23, 2024
PhyLab - a virtual reality laboratory for experiments in physics: a pilot study on intervention effectiveness and
Selma Korlat1, Marlene Kollmayer1, Christian Haider1
1Department for Psychology of Development and Education, Faculty of Psychology, University of Vienna, Vienna, Austria.
Game-based virtual reality (VR) teaching improved secondary school students' physics performance, particularly in later assessments. However, this innovative method showed a greater benefit for male students
Area of Science:
- Physics education research
- Educational technology
- Cognitive psychology
Background:
- Physics is an abstract subject, often challenging for secondary students.
- Innovative teaching methods, like game-based virtual reality (VR), can enhance student engagement and understanding.
- The systemic actiotope model provides a framework for evaluating goal-oriented actions in learning environments.
Purpose of the Study:
- To investigate the impact of a game-based VR teaching method on secondary students' physics performance, interest, and self-beliefs.
- To compare the effectiveness of VR-based learning with traditional teaching methods.
- To analyze differential effects based on student demographics.
Main Methods:
- A quasi-experimental design with pre- and post-tests was employed.
- An experimental group used a VR application with 10 physics units, while a control group received traditional instruction.
- Student performance was assessed via three tests, and interest, self-efficacy, self-concept, and implicit theories were measured through questionnaires.
Main Results:
- The experimental group showed significantly higher scores on the third physics test compared to the control group.
- Game-based VR teaching positively influenced male students' interest and self-efficacy in physics.
- No significant effects were observed on students' self-concept or entity implicit theories regarding physics.
Conclusions:
- Innovative didactic methods, such as game-based VR, hold potential for improving physics performance and motivation in secondary students.
- The benefits of game-based VR may disproportionately favor male students, necessitating careful consideration in development and implementation.
- Further research is needed to explore practical applications and optimize VR interventions for diverse student populations.
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