skip to main content


Title: Assessing the Use of Virtual Reality Technology in Teaching Marine Ecological Concepts
Virtual reality environments are becoming increasingly popular as educational tools, but it remains unclear when these environments enhance learning or when they are a distraction from the learning process. We compared two dif- ferent methods for teaching ecological concepts about the rocky intertidal zone by comparing an experimental (virtual) class with a control (traditional) type of class. We investigated whether cognitive (i.e., knowledge) and affective (i.e., attitudes, perceptions) outcomes are enhanced when students use lesson plans presented in a virtual reality environment compared with lesson plans facilitated via traditional methods. We also assessed the extent to which these attributes are enhanced when students create their own virtual tours as part of a field-based learning experience. The experimental group showed significantly higher maintenance of knowledge gain than the traditional group at the conclusion of the study, but there were no other significant differences among treatment groups. Feedback from teachers reported that students were more engaged, had better recall, and enjoyed the change from the traditional lecture style. Lack of statistically different scores measuring excitement suggests a need for improvement in the design and implementation of these virtual environments to maximize their appeal to students. However, our results suggest that virtual reality technologies provide an innovative alternative to standard lesson plans that can help improve knowledge retention about ecological concepts.  more » « less
Award ID(s):
1635989
NSF-PAR ID:
10132945
Author(s) / Creator(s):
;
Date Published:
Journal Name:
Journal of STEM outreach
Volume:
2
ISSN:
2576-6767
Page Range / eLocation ID:
1-11
Format(s):
Medium: X
Sponsoring Org:
National Science Foundation
More Like this
  1. The objective of this work is to present an initial investigation of the impact the Connected Learning and Integrated Course Knowledge (CLICK) approach has had on students’ motivation, engineering identity, and learning outcomes. CLICK is an approach that leverages Virtual Reality (VR) technology to provide an integrative learning experience in the Industrial Engineering (IE) curriculum. To achieve this integration, the approach aims to leverage VR learning modules to simulate a variety of systems. The VR learning modules offer an immersive experience and provide the context for real-life applications. The virtual simulated system represents a theme to transfer the system concepts and knowledge across multiple IE courses as well as connect the experience with real-world applications. The CLICK approach has the combined effect of immersion and learning-by-doing benefits. In this work, VR learning modules are developed for a simulated manufacturing system. The modules teach the concepts of measures of location and dispersion, which are used in an introductory probability course within the IE curriculum. This work presents the initial results of comparing the motivation, engineering identity, and knowledge gain between a control and an intervention group (i.e., traditional vs. CLICK teaching groups). The CLICK approach group showed greater motivation compared to a traditional teaching group. However, there were no effects on engineering identity and knowledge gain. Nevertheless, it is hypothesized that the VR learning modules will have a positive impact on the students’ motivation, engineering identity, and knowledge gain over the long run and when used across the curriculum. Moreover, IE instructors interested in providing an immersive and integrative learning experience to their students could leverage the VR learning modules developed for this project. 
    more » « less
  2. null (Ed.)
    COVID-19 has altered the landscape of teaching and learning. For those in in-service teacher education, workshops have been suspended causing programs to adapt their professional development to a virtual space to avoid indefinite postponement or cancellation. This paradigm shift in the way we conduct learning experiences creates several logistical and pedagogical challenges but also presents an important opportunity to conduct research about how learning happens in these new environments. This paper describes the approach we took to conduct research in a series of virtual workshops aimed at teaching rural elementary teachers about engineering practices and how to teach a unit from an engineering curriculum. Our work explores how engineering concepts and practices are socially constructed through interactions with teachers, students, and artifacts. This approach, called interactional ethnography has been used by the authors and others to learn about engineering teaching and learning in precollege classrooms. The approach relies on collecting data during instruction, such as video and audio recordings, interviews, and artifacts such as journal entries and photos of physical designs. Findings are triangulated by analyzing these data sources. This methodology was going to be applied in an in-person engineering education workshop for rural elementary teachers, however the pandemic forced us to conduct the workshops remotely. Teachers, working in pairs, were sent workshop supplies, and worked together during the training series that took place over Zoom over four days for four hours each session. The paper describes how we collected video and audio of teachers and the facilitators both in whole group and in breakout rooms. Class materials and submissions of photos and evaluations were managed using Google Classroom. Teachers took photos of their work and scanned written materials and submitted them all by email. Slide decks were shared by the users and their group responses were collected in real time. Workshop evaluations were collected after each meeting using Google Forms. Evaluation data suggest that the teachers were engaged by the experience, learned significantly about engineering concepts and the knowledge-producing practices of engineers, and feel confident about applying engineering activities in their classrooms. This methodology should be of interest to the membership for three distinct reasons. First, remote instruction is a reality in the near-term but will likely persist in some form. Although many of us prefer to teach in person, remote learning allows us to reach many more participants, including those living in remote and rural areas who cannot easily attend in-person sessions with engineering educators, so it benefits the field to learn how to teach effectively in this way. Second, it describes an emerging approach to engineering education research. Interactional ethnography has been applied in precollege classrooms, but this paper demonstrates how it can also be used in teacher professional development contexts. Third, based on our application of interactional ethnography to an education setting, readers will learn specifically about how to use online collaborative software and how to collect and organize data sources for research purposes. 
    more » « less
  3. Abstract Background

    STEM instructors who leverage student thinking can positively influence student outcomes and build their own teaching expertise. Leveraging student thinking involves using the substance of student thinking to inform instruction. The ways in which instructors leverage student thinking in undergraduate STEM contexts, and what enables them to do so effectively, remains largely unexplored. We investigated how undergraduate STEM faculty leverage student thinking in their teaching, focusing on faculty who engage students in work during class.

    Results

    From analyzing interviews and video of a class lesson for eight undergraduate STEM instructors, we identified a group of instructors who exhibited high levels of leveraging student thinking (high-leveragers) and a group of instructors who exhibited low levels of leveraging student thinking (low-leveragers). High-leveragers behaved as if student thinking was central to their instruction. We saw this in how they accessed student thinking, worked to interpret it, and responded in the moment and after class. High-leveragers spent about twice as much class time getting access to detailed information about student thinking compared to low-leveragers. High-leveragers then altered instructional plans from lesson to lesson and during a lesson based on their interpretation of student thinking. Critically, high-leveragers also drew on much more extensive knowledge of student thinking, a component of pedagogical content knowledge, than did low-leveragers. High-leveragers used knowledge of student thinking to create access to more substantive student thinking, shape real-time interpretations, and inform how and when to respond. In contrast, low-leveragers accessed student thinking less frequently, interpreted student thinking superficially or not at all, and never discussed adjusting the content or problems for the following lesson.

    Conclusions

    This study revealed that not all undergraduate STEM instructors who actively engage students in work during class are also leveraging student thinking. In other words, not all student-centered instruction is student-thinking-centered instruction. We discuss possible explanations for why some STEM instructors are leveraging student thinking and others are not. In order to realize the benefits of student-centered instruction for undergraduates, we may need to support undergraduate STEM instructors in learning how to learn from their teaching experiences by leveraging student thinking.

     
    more » « less
  4. We propose and assess the effectiveness of novel immersive simulation-based learning (ISBL) modules for teaching and learning engineering economy concepts. The proposed intervention involves technology-enhanced problem-based learning where the problem context is represented via a three-dimensional (3D), animated discrete-event simulation model that resembles a real-world system or situation that students may encounter in future professional settings. Students can navigate the simulated environment in both low- and high-immersion modes (i.e., on a typical personal computer or via a virtual reality headset). The simulation helps contextualize and visualize the problem setting, allowing students to observe and understand the underlying dynamics, collect relevant data/information, evaluate the effect of changes on the system, and learn by doing. The proposed ISBL approach is supported by multiple pedagogical and psychological theories, namely the information processing approach to learning theory, constructivism theory, self-determination theory, and adult learning theory. We design and implement a set of ISBL modules in an introductory undergraduate engineering economy class. The research experiments involve two groups of students: a control group and an intervention group. Students in the control group complete a set of traditional assignments, while the intervention group uses ISBL modules. We use well-established survey instruments to collect data on demographics, prior preparation, motivation, experiential learning, engineering identity, and self-assessment of learning objectives based on Bloom’s taxonomy. Statistical analysis of the results suggests that ISBL enhances certain dimensions related to motivation and experiential learning, namely relevance, confidence, and utility. We also provide a qualitative assessment of the proposed intervention based on detailed, one-on-one user testing and evaluation interviews. 
    more » « less
  5. This project was designed to address three major challenges faced by undergraduate engineering students (UES) and pre-service teachers (PSTs): 1) retention for UESs after the first year, and continued engagement when they reach more difficult concepts, 2) to prepare PSTs to teach engineering, which is a requirement in the Next Generation Science Standards as well as many state level standards of learning, and 3) to prepare both groups of students to communicate and collaborate in a multi-disciplinary context, which is a necessary skill in their future places of work. This project was implemented in three pairs of classes: 1) an introductory mechanical engineering class, fulfilling a general education requirement for information literacy and a foundations class in education, 2) fluid mechanics in mechanical engineering technology and a science methods class in education, and 3) mechanical engineering courses requiring programming (e.g., computational methods and robotics) with an educational technology class. All collaborations taught elementary level students (4th or 5th grade). For collaborations 1 and 2, the elementary students came to campus for a field trip where they toured engineering labs and participated in a one hour lesson taught by both the UESs and PSTs. In collaboration 3, the UESs and PSTs worked with the upper-elementary students in their school during an after school club. In collaborations 1 and 2, students were assigned to teams and worked remotely on some parts of the project. A collaboration tool, built in Google Sites and Google Drive, was used to facilitate the project completion. The collaboration tool includes a team repository for all the project documents and templates. Students in collaboration 3 worked together directly during class time on smaller assignments. In all three collaborations lesson plans were implemented using the BSCS 5E instructional model, which was aligned to the engineering design process. Instruments were developed to assess knowledge in collaborations 1 (engineering design process) and 3 (computational thinking), while in collaboration 2, knowledge was assessed with questions from the fundamentals of engineering exam and a science content assessment. Comprehensive Assessment of Team Member Effectiveness (CATME) was also used in all 3 collaborations to assess teamwork across the collaborations. Finally, each student wrote a reflection on their experiences, which was used to qualitatively assess the project impact. The results from the first full semester of implementation have led us to improvements in the implementation and instrument refinement for year 2. 
    more » « less