Active Learning through the Use of Virtual Environments
American Journal of Engineering Education Volume 3, Number 1, ISSN 2153-2516
Immersive Virtual Reality (VR) has seen explosive growth over the last decade. Immersive VR attempts to give users the sensation of being fully immersed in a synthetic environment by providing them with 3D hardware, and allowing them to interact with objects in virtual worlds. The technology is extremely effective for learning and exploration, and has been widely adopted by the military, industry and academia. This current study set out to study the effectiveness of 3D interactive environments on learning, engagement, and preference. A total of 180 students took part in the study where significant results were found regarding preference for this new technology over standard educational practices. Students were more motivated when using the immersive environment than with traditional methods which may translate into greater learning and retention. Larger studies will need to be performed in order to quantify the benefits of this new, cutting edge technology, as it relates to understanding and retention of educational content.
Mayrose, J. (2012). Active Learning through the Use of Virtual Environments. American Journal of Engineering Education, 3(1), 13-18.
- active learning
- Computer Simulation
- Computer Software
- Conventional Instruction
- educational technology
- Elementary School Students
- Grade 4
- Hierarchical Linear Modeling
- learner engagement
- Program Effectiveness
- Simulated Environment
- student attitudes
- student motivation
- Technology Uses in Education
Cited ByView References & Citations Map
A Discussion on an ID Framework for Production, Inclusion, and Assessment of AR/VR Artifacts for Online Learning
Jonathan Gratch, University of West Georgia, United States; Pamela Ponners, Texas Region 10 Educational Service Center, United States; Jian Zhang, Texas Woman's University, United States; Adriana D'Alba, University Of West Georgia, United States
E-Learn: World Conference on E-Learning in Corporate, Government, Healthcare, and Higher Education 2017 (Oct 17, 2017) pp. 1731–1734
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