Purpose:
We are exploring under what circumstances learning in virtual environments is better than the alternative. Instructors and instructional assistants are using Oculus VR headsets with the Engage immersive learning environment to examine multiple facets of immersive learning in VR, such as ease of use/deployment with students, use in simulations, and how to construct custom objects and environments for learning.
Technologies:
(6) Oculus headsets (PSL 311L)
(6) Subscription accounts to Engage/Victory XR virtual learning environments.
Support:
This initiative is supported by an MSU Teaching and Learning Environment (TLE) grant and the Teaching 2030: Exploring Extended Reality (XR) in Higher Education learning community at MSU.
Photos and info from the October 2022 Teaching 2030: Exploring XR in Higher Education MSU Learning Community VR workshop!
Virtual reality application supports diversity, equity and inclusion
"MSU launches new A Mile in My Shoes app, which enables people to interact with real-world scenarios of racism, microagressions and biases to help increase awareness and empathy for others."
Understanding Group Behavior in Virtual Reality: A Large-Scale, Longitudinal Study in the Metaverse
72nd Annual International Communication Association Conference, Paris, France.
Enhancing stroke assessment simulation experience in clinical training using augmented reality
"The results of the study show that most students enjoyed the simulation and felt that extended reality would be a very useful educational tool for clinical training and healthcare. Further development of the program and device is underway, and future tests will be conducted. The results from this study will be helpful in further progressing the development of extended reality, and the use of these devices in healthcare training."
Active learning increases student performance in science, engineering, and mathematics
"These results indicate that average examination scores improved by about 6% in active learning sections, and that students in classes with traditional lecturing were 1.5 times more likely to fail than were students in classes with active learning. Heterogeneity analyses indicated that both results hold across the STEM disciplines, that active learning increases scores on concept inventories more than on course examinations, and that active learning appears effective across all class sizes—although the greatest effects are in small (n ≤ 50) classes."
Understanding Group Behavior in Virtual Reality: A Large-Scale, Longitudinal Study in the Metaverse
"Quantitative and qualitative data demonstrated the critical role of time, both in developing group cohesion and the efficacy of VR as a medium. Embodying avatars which resembled users increased self-presence, but decreased enjoyment, compared to having uniform avatars. We discuss theoretical implications and provide suggestions for designers of VR platforms and curricula."
Benefits of Taking a Virtual Field Trip in Immersive Virtual Reality: Evidence for the Immersion Principle in Multimedia Learning
"A sample of 102 middle school students took a virtual field trip to Greenland via a head mounted display (HMD) or a 2D video as an introductory lesson within a 6-lesson inquiry-based climate change intervention. The HMD group scored significantly higher than the video group on presence (d = 1.43), enjoyment (d = 1.10), interest (d = .57), and retention in an immediate (d = .61) and delayed posttest (d = .70)... This work contributes to the cognitive affective model of immersive learning, and suggests that immersive lessons can have positive longitudinal effects for learning."