Students have misconceptions of size and scale cognition as they confuse molecules and cells. The team deployed a virtual reality (VR) learning tool, namely Scale Worlds, for K-12 students to use at school. The present work aimed to examine the experience and perception of immersive technology, and logistical challenges of integrating Scale Worlds into a science class. Ten students and three teachers were included in this study with informed consent. Scale Worlds was introduced as part of a science class and then semi-structured interview was conducted. Students’ experience with VR technology included physiological discomfort, psychological nervousness and uncertainty of technology, personal abilities and unfamiliarity, and hardware latency. However, students perceived Scale Worlds to be a useful tool that helped them visualize entities of different sizes, and allowed them to work collaboratively. Teachers expressed desire for more exciting content in Scale Worlds and further usability enhancement, as well as need for additional material preparation time. The team planned to return to the same middle school for another round of in-field study after addressing some of the reported challenges. 
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                            Virtual Reality Induces Awe but Possibly Not Accommodation
                        
                    
    
            Awe is a transformative emotion associated with positive educational and psychological outcomes, and is caused by experiences of vastness that induce accommodation. Vast VR scenes have been found to elicit awe. We examined self-reported causes of awe among grade 3–8 students — a previously unstudied age group regarding awe — in a virtual environment portraying entities over 20 orders of magnitude from atom to Sun. Most students reported feeling awe, around half specifically enough to be coded based on a priori categories drawn from the literature. Vastness of scale (including both large and small entities, and large differences in scale) was the most common cause of awe. Surprisingly, no student responses were related to accommodation. Vastness of evolution and degree of immersion were identified as novel causes of awe. Thus, even young children can experience awe in VR, opening possibilities for productive VR in education at the elementary school level. 
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                            - Award ID(s):
- 2055680
- PAR ID:
- 10499787
- Editor(s):
- Blikstein, P.; Van Aalst; J., Kizito; Brennan, K.
- Publisher / Repository:
- Proceedings of the 17th International Conference of the Learning Sciences - ICLS 2023
- Date Published:
- Page Range / eLocation ID:
- 1050 to 1053
- Subject(s) / Keyword(s):
- Learning Sciences
- Format(s):
- Medium: X
- Sponsoring Org:
- National Science Foundation
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