Virtual reality (VR) has long promised to revolutionize education, but with little follow-through. Part of the reason for this is the prohibitive cost of immersive VR headsets or caves. This has changed with the advent of smartphone-based VR (along the lines of Google cardboard) which allows students to use smartphones and inexpensive plastic or cardboard viewers to enjoy stereoscopic VR simulations. We have completed the largest-ever such study on 627 students enrolled in calculus-based freshman physics at The Ohio State University. This initial study focused on student understanding of electric fields. Students were split into three treatments groups: VR, video, and static 2D images. Students were asked questions before, during, and after treatment. Here we present a preliminary analysis including overall post-pre improvement among the treatment groups, dependence of improvement on gender, and previous video game experience. Results on select questions are discussed. Several electric field visualizations similar to those used in this study are freely available on Google Play http://go.osu.edu/BuckeyeVR
翻译:长期以来,虚拟现实(VR)一直承诺将教育革命化,但几乎没有后续落实。 其部分原因是沉浸在VR头顶或洞穴的费用令人望而却步。随着智能手机VR(在谷歌纸板线上)的出现,这发生了变化。 智能手机VR(在谷歌纸板线上)允许学生使用智能手机和廉价塑料或纸板观众来享受立体VR模拟。我们已经完成了对俄亥俄州立大学627名注册于微积分基础的新生物理学的学生进行的最大此类研究。这项初步研究侧重于学生对电田的理解。学生被分成三个治疗组:VR、视频和静态2D图像。学生在治疗之前、期间和之后都受到询问。在这里,我们提出了一项初步分析,包括治疗组的全面前期改进,对性别的依靠,以及先前的视频游戏经验。关于选定问题的调查结果将讨论。一些类似于这项研究中使用的电场可视化内容,可免费查阅谷歌游戏http://go.osu.edu/BuckyeVR。