Fun, experience or education? Learning efficiency – virtual reality lesson vs traditional lesson

Purpose The aim of the article was to compare the learning outcomes of the same content in the form of a traditional analogue lesson and in the form of a virtual reality (VR) lesson with the use of head-mounted display (HMD). Design/methodology/approach The study included one biology lesson conducted in 4 groups of a dozen people and one biology lesson in VR carried out individually on 75 people. The respondents completed the knowledge test, a questionnaire before and after the class regarding the attitude to new technologies, and feelings after the lesson. The researchers used detailed observation sheets (subjects' behaviour and the dynamics of the lesson). The obtained results were analysed statistically through lesson type (traditional/VR), respondent type (technology enthusiast/non-enthusiast) and question type. The Mann–Whitney U test, t-student and chi-squared (?²) test were used. Findings The average of the overall results in the knowledge test was similar in both groups (16 points; ±SD 2.13), slightly better for the analogue group and for the non-enthusiast group. It was found that VR hinders the acquisition of knowledge by tech enthusiasts, who perceive it primarily in the play paradigm. However, it encourages the learning of technology sceptics, who quickly discover a passion for exploring the virtual world. It was clearly indicated, quantitatively and qualitatively, how the technology modalities directly influenced the learning outcomes. Originality/value The article offers fresh insights into how students' perceptions of the educational process can be transformed through the integration of VR. The compelling findings and nuanced analysis provide a robust foundation for exploring new frontiers in educational technology.

Authors

Institutions

Publication Details

Journal
Information Technology and People
Published
2024-09-17
DOI
https://doi.org/10.1108/itp-08-2022-0631
Citations
2
Primary Topic
Virtual Reality Applications and Impacts
Type
article
Field-Weighted Citation Impact
0.74
Controls
|||
ALL TIME
JAN
FEB
MAR
APR
MAY
JUN
JUL
AUG
SEP
OCT
article

Fun, experience or education? Learning efficiency – virtual reality lesson vs traditional lesson

Anita Kwiatkowska, Karolina Brylska, Martyna Dudziak-Kisio, Tomasz Gackowski
2 citations
Information Technology and People
Virtual Reality Applications and Impacts
0.74
article

Fun, experience or education? Learning efficiency – virtual reality lesson vs traditional lesson

Anita Kwiatkowska, Karolina Brylska, Martyna Dudziak-Kisio, Tomasz Gackowski
article en
2 citations

Abstract

Purpose The aim of the article was to compare the learning outcomes of the same content in the form of a traditional analogue lesson and in the form of a virtual reality (VR) lesson with the use of head-mounted display (HMD). Design/methodology/approach The study included one biology lesson conducted in 4 groups of a dozen people and one biology lesson in VR carried out individually on 75 people. The respondents completed the knowledge test, a questionnaire before and after the class regarding the attitude to new technologies, and feelings after the lesson. The researchers used detailed observation sheets (subjects' behaviour and the dynamics of the lesson). The obtained results were analysed statistically through lesson type (traditional/VR), respondent type (technology enthusiast/non-enthusiast) and question type. The Mann–Whitney U test, t-student and chi-squared (?²) test were used. Findings The average of the overall results in the knowledge test was similar in both groups (16 points; ±SD 2.13), slightly better for the analogue group and for the non-enthusiast group. It was found that VR hinders the acquisition of knowledge by tech enthusiasts, who perceive it primarily in the play paradigm. However, it encourages the learning of technology sceptics, who quickly discover a passion for exploring the virtual world. It was clearly indicated, quantitatively and qualitatively, how the technology modalities directly influenced the learning outcomes. Originality/value The article offers fresh insights into how students' perceptions of the educational process can be transformed through the integration of VR. The compelling findings and nuanced analysis provide a robust foundation for exploring new frontiers in educational technology.

Information Technology and PeopleVol. 37(8)
University of Warsaw (PL)
Quality Education
Openalex Percentile: Top 28%
Virtual Reality Applications and Impacts
0.74
AI Navigator

Ask Laika to Summarize, Analyze, and Connect papers live on the map.

Summarize Papers & Methodologies

Extract key findings, datasets, and comparative methods across publications.

Benchmark Rankings & Visual Analytics

Rank top research institutions, authors, funders, topics, and journals by Field-Weighted Citation Impact (FWCI) and paper volume with instant charts.

Connect Distant Disciplines

Bridge topological clusters on the map to find hidden collaborative intersections.