The Science Behind VR in Learning
The Science Behind VR in Learning
Virtual Reality is revolutionizing education and training, providing immersive experiences that captivate learners like never before. Numerous researchers praise its potential for enhancing retention of information and augmenting comprehension by simulating real-world scenarios and fostering experiential learning, while enabling learners to practice in safe, repeatable, and controlled environments. Join us as we delve into the research supporting the integration of VR into educational and training programs.
Impactful Learning
This study systematically and meta-analytically examined the effect of VR technologies on educational outcomes. The researchers reviewed 43 empirical VR studies in education, ranging from 1993 to 2020, in high-impact journals of educational technology. It is found that VR technologies can positively influence learning outcomes in education, improve learning outcomes across the world except Europe, and facilitate learning outcomes at different educational levels except the primary school level.
An evaluation with 42 participants was conducted. We measured learning outcome and virtual presence under three different configurations, namely: a desktop computer, a low-end VR system, and a high-end VR system. Results revealed a lower learning outcome in the less immersive configuration (i.e. desktop) and a similar learning outcome in both low-end and high-end VR systems. Even though low-end VR systems are less immersive and produce a lower level of virtual presence than high-end VR systems, the results support the use of low-end VR systems for educative applications.
Virtual reality is used as a pedagogical tool for various subject areas for encouraging involvement. It is helpful in medical, engineering, language, and social learning, as it provides a chance to get first-hand experience of the environment. Also, it helps learners to engage in a presented virtual environment and experience the sense of presence in it and enhances students’ experiential learning. Therefore, this review found virtual reality as an essential pedagogical tool for strengthening students’ experiential learning.
Such technology-enhanced teaching methods have proven to enhance students’ engagement, active participation, collective knowledge construction and increased creativity and motivation.
The method presented a significant gain of knowledge and pedagogic yield when compared with the traditional techniques.
This simulated environment enhanced students’ understanding by providing a degree of reality unattainable in a traditional two-dimensional interface, creating a sensory-rich interactive learning environment.
This type of experience is capable of providing participants with a holistic experience of real world environments that are otherwise too expensive, impractical or unethical for large groups of people to visit in person.
Immersive VR can offer great advantages for learning: it allows a direct feeling of objects and events that are physically out of our reach, it supports training in a safe environment avoiding potential real dangers and, thanks to the game approach, it increases the learner’s involvement and motivation while widening the range of learning styles supported. Results show how most papers report experiments in high education or adult training.
The study compares three virtual learning environments: VR, 3D videos and 2D videos. The results suggest that VR has its advantages on the apply -level, or higher, as it outperforms the other two technologies at this level.
Virtual reality has a medium-large positive effect on students' learning gains. Immersive virtual reality promotes larger gains than semi and non-immersive systems. Short interventions (<2 h) were associated with larger effects on learning.
VR as an Empathy Machine
Results indicate that immersive journalism can elicit a positive attitudinal change in users, unlike an Article, with mobile VR having a more prominent effect than a 2D screen. Furthermore, this change is more strongly affected by users' higher Involvement in the content.
Immersive Virtual Reality (IVR) Experiences are related to increase in empathy. Illusion of Virtual Body Ownership and Agency best predict empathy change. User experience is more predictive of empathy change than media content.
Drawing on psychophysiological evidence, it argues that the ethical significance of VR lies in the unique ways in which it manipulates the user’s body scheme via multisensory stimulation. These manipulations result in unprecedented empathy-related perceptual and conceptual transformations whose ethical implications require new ethical framing.
VR Improving Perspective Taking
An experiment was conducted in order to compare the short and long-term effects of a traditional perspective-taking task and a VR perspective-taking task. The results show that over the course of eight weeks participants in both conditions reported feeling empathetic and connected to the homeless at similar rates, however, participants who became homeless in VR had more positive, longer-lasting attitudes toward the homeless and signed a petition supporting the homeless at a significantly higher rate than participants who performed a traditional perspective-taking task.
In a pre-registered laboratory experiment (N = 180), participants interacted with an ostensible partner (a student from the same university as them) on a series of real-stakes economic games afterץ The VRPT experience successfully increased participants’ subsequent propensity to take the perspective of their partner (a facet of empathy), but only if the partner was the same person whose perspective participants assumed in the virtual reality simulation.
This study examines the effect of perspective-taking via embodiment in virtual reality (VR) in improving biases against minorities. In the study, participants embodied an ethnic minority avatar and experienced workplace microaggression from a first-person perspective in VR. Results showed that ingroup bias improved comparably across both conditions and that this effect was driven by more negative perceptions of the majority instead of more positive perceptions of minorities. The study showed that in VR, the embodiment of an ethnic minority is somewhat effective in improving perceptions towards minority groups.
An experiment tested a novel perspective-taking exercise aimed at increasing the connection participants felt toward their future self, i.e., future self-continuity. Participants role-played as their successful future self and answered questions about what it feels like to become their future and the path to get there. The exercise was also conducted in a virtual reality environment and in vivo to investigate the possible added value of the virtual environment with respect to improved focus, perspective-taking, and effectiveness for participants with less imagination. Results show that the perspective taking exercise in virtual reality substantially increased all four domains of future self-continuity, i.e., connectedness, similarity, vividness, and liking, while the in vivo equivalent increased only liking and vividness. These findings show that the perspective taking exercise in a VR environment can reliably increase the future self-continuity domains.
This paper proposes virtual social perspective-taking (VSP). In VSP, users are immersed in an experience of another person to aid in understanding the person’s perspective. A pilot study (n = 16) using this scenario indicates VSP elicits reflection on the perspectives of others and changes behavior in future, similar social interactions. By encouraging reflection and change, VSP advances the state-of-the-art in training social interactions with virtual experiences.
Using a virtual reality social experiment, participants experienced being at the table during a decision-making meeting and identified the best solutions generated. During the meeting, one meeting participant repeated another participant’s idea, presenting it as his own. Although this idea stealing was clearly visible and audible, only 30% of participants correctly identified who shared the idea first. Subsequent analyses suggest that the social environment affected this novel form of inattentional blindness. This paper extends the inattentional blindness phenomenon to a realistic professional interaction and demonstrates how features of the social environment can reduce social inattention.