Embodied immersive virtual reality to enhance the conceptual understanding of charged particles: A qualitative study

Learning in science, technology, engineering, and mathematics (STEM) is often challenging due to the abstract and counterintuitive nature of some concepts. Computer-based learning has emerged as an alternative method to help improve students' comprehension of these complex topics, even though technological tools must be supported with pedagogical strategies, technology affordances, sound design, and structured activities to teach scientific concepts properly. In that sense, we propose the design of an immersive virtual reality (IVR) experience, including visual and haptic cues to facilitate learning about electric fields (EFs) and charged particles (CPs) concepts. We scaffolded our design tool based on embodied design principles and cognition. The IVR experience allows learners to manipulate the components of point charges (e.g., particles, distance between particles, and charges) to learn electricity concepts. We conducted a qualitative study ( N = 8) to assess the designed application. The sample included undergraduate students (five male and three female) from technology-related fields with some or no prior knowledge of high school or higher education physics. We assessed study participants' conceptual understanding through a pretest-posttest and conducted a brief interview to identify their expected interaction with the designed affordances. Screen recording and the System Usability Scale (SUS) are the other metrics of interest in defining study participants’ performance and experience. The collected data and thematic analysis suggested that participants recognized the included affordances based on the embodied design principles and used them to interact, link previous knowledge, and identify the different factors to explain the physics phenomenon. Additionally, we provided insights for designing IVR experiences to promote conceptual understanding of complex STEM topics based on embodied learning principles. • The design and development of an IVR tool to teach the concepts of electric fields and charged particles. • A qualitative study conducted with eight students from technology-related majors. • The results show a higher score and an improvement between the pretest and posttest results. • Regarding affordances, the participants identified critical factors of the simulations during the interview.

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Publication Details

Journal
Computers & Education X Reality
Published
2024-08-05
DOI
https://doi.org/10.1016/j.cexr.2024.100075
Citations
7
Primary Topic
Virtual Reality Applications and Impacts
Type
article
Field-Weighted Citation Impact
2.60

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article

Embodied immersive virtual reality to enhance the conceptual understanding of charged particles: A qualitative study

Hector Will, Christos Mousas, Yoselyn Walsh, Bedřich Beneš et al.
7 citations
Computers & Education X Reality
Virtual Reality Applications and Impacts
2.60
article

Embodied immersive virtual reality to enhance the conceptual understanding of charged particles: A qualitative study

Hector Will, Christos Mousas, Yoselyn Walsh, Bedřich Beneš, Alejandra J. Magana, Pedro Acevedo
article en
7 citations

Abstract

Learning in science, technology, engineering, and mathematics (STEM) is often challenging due to the abstract and counterintuitive nature of some concepts. Computer-based learning has emerged as an alternative method to help improve students' comprehension of these complex topics, even though technological tools must be supported with pedagogical strategies, technology affordances, sound design, and structured activities to teach scientific concepts properly. In that sense, we propose the design of an immersive virtual reality (IVR) experience, including visual and haptic cues to facilitate learning about electric fields (EFs) and charged particles (CPs) concepts. We scaffolded our design tool based on embodied design principles and cognition. The IVR experience allows learners to manipulate the components of point charges (e.g., particles, distance between particles, and charges) to learn electricity concepts. We conducted a qualitative study ( N = 8) to assess the designed application. The sample included undergraduate students (five male and three female) from technology-related fields with some or no prior knowledge of high school or higher education physics. We assessed study participants' conceptual understanding through a pretest-posttest and conducted a brief interview to identify their expected interaction with the designed affordances. Screen recording and the System Usability Scale (SUS) are the other metrics of interest in defining study participants’ performance and experience. The collected data and thematic analysis suggested that participants recognized the included affordances based on the embodied design principles and used them to interact, link previous knowledge, and identify the different factors to explain the physics phenomenon. Additionally, we provided insights for designing IVR experiences to promote conceptual understanding of complex STEM topics based on embodied learning principles. • The design and development of an IVR tool to teach the concepts of electric fields and charged particles. • A qualitative study conducted with eight students from technology-related majors. • The results show a higher score and an improvement between the pretest and posttest results. • Regarding affordances, the participants identified critical factors of the simulations during the interview.

Computers & Education X RealityVol. 5
Instituto Tecnológico de Costa Rica (CR), University of Evansville (US), Purdue University West Lafayette (US)
Purdue University
Reduced inequalities
Openalex Percentile: Top 10%
Virtual Reality Applications and Impacts
2.60
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