TY - JOUR
T1 - Enhancing Learning Outcomes for Materials Crystallography via Virtual Reality
T2 - Role of User Comfort and Game Design
AU - Bejjarapu, Dhanush S.
AU - Chen, Yize
AU - Xu, Jiyan
AU - Shaffer, Eric
AU - Garg, Nishant
N1 - Publisher Copyright:
© 2024 American Chemical Society and Division of Chemical Education, Inc.
PY - 2024/3/12
Y1 - 2024/3/12
N2 - Recent advancements in computer graphics and hardware have driven the resurgence of virtual reality (VR). Past literature has reported the use of VR in education, especially for teaching spatially complex concepts. However, there are limited data available on the precise role of VR game design elements. In this study, we introduce a new VR game, Crystal Vision, which is designed to teach basic crystallographic concepts to undergraduate students. By systematically testing this VR game on a set of 84 students, we find that a VR-based intervention resulted in a 9% increase in their quiz scores (from 7.45 ± 0.16 to 8.12 ± 0.16) and a simultaneous 19% decrease in their quiz completion times (from 7.39 ± 0.24 to 5.98 ± 0.26 min). Finally, we find that a majority of students who felt comfortable while moving through the game indicated a higher level of agreement on most of the survey questions, indicating that user comfort within a VR game plays a significant role in influencing student learning outcomes.
AB - Recent advancements in computer graphics and hardware have driven the resurgence of virtual reality (VR). Past literature has reported the use of VR in education, especially for teaching spatially complex concepts. However, there are limited data available on the precise role of VR game design elements. In this study, we introduce a new VR game, Crystal Vision, which is designed to teach basic crystallographic concepts to undergraduate students. By systematically testing this VR game on a set of 84 students, we find that a VR-based intervention resulted in a 9% increase in their quiz scores (from 7.45 ± 0.16 to 8.12 ± 0.16) and a simultaneous 19% decrease in their quiz completion times (from 7.39 ± 0.24 to 5.98 ± 0.26 min). Finally, we find that a majority of students who felt comfortable while moving through the game indicated a higher level of agreement on most of the survey questions, indicating that user comfort within a VR game plays a significant role in influencing student learning outcomes.
KW - Computer-Based Learning
KW - Crystals/Crystallography
KW - First-Year Undergraduate/General
KW - Inorganic Chemistry
KW - Second-Year Undergraduate
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U2 - 10.1021/acs.jchemed.3c00930
DO - 10.1021/acs.jchemed.3c00930
M3 - Article
AN - SCOPUS:85184780194
SN - 0021-9584
VL - 101
SP - 973
EP - 983
JO - Journal of Chemical Education
JF - Journal of Chemical Education
IS - 3
ER -