Virtual reality field trips as enabling environments for emotions and motivation in STEM education

While emotions and motivation are key to the process of learning, typical classroom instruction lacks engagement of such affective dimensions of learning. Virtual reality (VR) technologies are powerful tools for engendering emotions and increasing intrinsic motivation that may enable science, technology, engineering, and math (STEM) learning that enhances learners’ affect. This study explored whether VR field trip experiences can be enabling environments for emotions and motivation in classroom learning. Thirty high school engineering students used VR experiences over four lessons, and mixed methods of surveys and interviews assessed what emotions they felt, the degree to which they were intrinsically motivated when learning with VR, and whether participating in the VR field trips changed their longer-term beliefs and motivation toward STEM. The results point to VR as an enabler of powerful emotions and high levels of intrinsic motivation, but that it may not have an effect on longer-term beliefs and attitudes.

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Publication Details

Journal
Frontiers in Virtual Reality
Published
2025-10-08
DOI
https://doi.org/10.3389/frvir.2025.1669505
Primary Topic
Educational Games and Gamification
Type
article
Field-Weighted Citation Impact
0.00

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article

Virtual reality field trips as enabling environments for emotions and motivation in STEM education

Eileen McGivney
Frontiers in Virtual Reality
Educational Games and Gamification
article

Virtual reality field trips as enabling environments for emotions and motivation in STEM education

Eileen McGivney
article en

Abstract

While emotions and motivation are key to the process of learning, typical classroom instruction lacks engagement of such affective dimensions of learning. Virtual reality (VR) technologies are powerful tools for engendering emotions and increasing intrinsic motivation that may enable science, technology, engineering, and math (STEM) learning that enhances learners’ affect. This study explored whether VR field trip experiences can be enabling environments for emotions and motivation in classroom learning. Thirty high school engineering students used VR experiences over four lessons, and mixed methods of surveys and interviews assessed what emotions they felt, the degree to which they were intrinsically motivated when learning with VR, and whether participating in the VR field trips changed their longer-term beliefs and motivation toward STEM. The results point to VR as an enabler of powerful emotions and high levels of intrinsic motivation, but that it may not have an effect on longer-term beliefs and attitudes.

Frontiers in Virtual RealityVol. 6
Northeastern University (US)
Radcliffe Institute for Advanced Study, Harvard University, Harvard Graduate School of Education
Openalex Percentile: Top 70%
Educational Games and Gamification
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