Skip to main content

Using Virtual Reality Learning Environments to Improve Success for Online Students

  • Conference paper
  • First Online:
Intelligent Computing (SAI 2023)

Part of the book series: Lecture Notes in Networks and Systems ((LNNS,volume 711))

Included in the following conference series:

  • 639 Accesses

Abstract

Dramatic changes have occurred in the postsecondary educational landscape since the COVID-19 virus compelled educators and researchers to innovate in order to continue serving learners in safe ways. As a result, the Metaverse has become increasingly popular. Virtual Reality (VR) platforms that provide students with immersive experiences in the Metaverse have been documented to improve learning outcomes via engaging simulations. Even beyond its potential for more experiential learning, the Metaverse landscape offers unprecedented opportunities to improve the quality of online STEM education. As such our university has launched a new initiative to study the impact of virtual reality in education.

This is a preview of subscription content, log in via an institution to check access.

Access this chapter

Subscribe and save

Springer+ Basic
$34.99 /Month
  • Get 10 units per month
  • Download Article/Chapter or eBook
  • 1 Unit = 1 Article or 1 Chapter
  • Cancel anytime
Subscribe now

Buy Now

Chapter
USD 29.95
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
eBook
USD 219.00
Price excludes VAT (USA)
  • Available as EPUB and PDF
  • Read on any device
  • Instant download
  • Own it forever
Softcover Book
USD 279.99
Price excludes VAT (USA)
  • Compact, lightweight edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info

Tax calculation will be finalised at checkout

Purchases are for personal use only

Institutional subscriptions

Similar content being viewed by others

References

  1. Page, R.L.: Brief History of Flight Simulation. Proceedings of the SimTecT 2000, pp. 1–11 (2000). https://citeseerx.ist.psu.edu/viewdoc/download?doi=10.1.1.132.5428&rep=rep1&type=pdf

  2. Radianti, J., Majchrzak, T.A., Fromm, J., Wohlgenannt, I.: A systematic review of immersive virtual reality applications for higher education: design elements, lessons learned, and research agenda. Comput. Educ. 147, 103778 (2020). https://doi.org/10.1016/j.compedu.2019.103778

    Article  Google Scholar 

  3. Biocca, F., Delaney, B.: Immersive virtual reality technology. Commun. Age Virtual Reality 15(32), 10–5555 (1995)

    Google Scholar 

  4. Freina, L., Ott, M.: A literature review on immersive virtual reality in education: state of the art and perspectives. Int. Sci. Conf. Elearning Softw. Educ. 1(133), 10–1007 (2015)

    Google Scholar 

  5. Fosnot, C.T.: Constructivism: Theory, Perspectives, and Practice. Teachers College Press (2013)

    Google Scholar 

  6. Schcolnik, M., Kol, S., Abarbanel, J.: Constructivism in theory and in practice. English Teach. Forum 44(4), 12–20 (2006)

    Google Scholar 

  7. Driscoll, M.: Psychology of Learning for Instruction. Allyn & Bacon, Boston (2000)

    Google Scholar 

  8. Rose, F.D., Attree, E.A., Brooks, B.M., Parslow, D.M., Penn, P.R.: Training in virtual environments: transfer to real world tasks and equivalence to real task training. Ergonomics 43(4), 494–511 (2000)

    Article  Google Scholar 

  9. Seymour, N.E., et al.: Virtual reality training improves operating room performance: results of a randomized, double-blinded study. Ann. Surg. 236(4), 458–464 (2002)

    Article  Google Scholar 

  10. Langley, A., et al.: Establishing the usability of a virtual training system for assembly operations within the automotive industry. Hum. Factors Ergon. Manuf. Serv. Ind. 26(6), 667–679 (2016)

    Article  Google Scholar 

  11. Whitmer, D.E., Ullman, D., Johnson, C.I.: Virtual reality training improves real-world performance on a speeded task. Proc. Hum. Factors Ergon. Soc. Annu. Meet. 63(1), 1218–1222 (2019)

    Article  Google Scholar 

  12. Bossard, C., Kermarrec, G., Buche, C., Tisseau, J.: Transfer of learning in virtual environments: a new challenge? Virtual Reality 12(3), 151–161 (2008)

    Article  Google Scholar 

  13. Lemole, G.M., Jr., Banerjee, P.P., Luciano, C., Neckrysh, S., Charbel, F.T.: Virtual reality in neurosurgical education: part-task ventriculostomy simulation with dynamic visual and haptic feedback. Neurosurgery 61(1), 142–149 (2007)

    Article  Google Scholar 

  14. Huang, H.M., Rauch, U., Liaw, S.S.: Investigating learners’ attitudes toward virtual reality learning environments: based on a constructivist approach. Comput. Educ. 55(3), 1171–1182 (2010)

    Article  Google Scholar 

  15. Johnson, A., Roussos, M., Leigh, J., Vasilakis, C., Barnes, C., Moher, T.: The NICE project: learning together in a virtual world. In: Proceedings. IEEE 1998 Virtual Reality Annual International Symposium (Cat. No. 98CB36180), pp. 176–183. IEEE (1998)

    Google Scholar 

  16. Apostolellis, P., Bowman, D.A.:. Evaluating the effects of orchestrated, game-based learning in virtual environments for informal education. In: ACE’14: Proceedings of the 11th Conference on Advances in Computer Entertainment Technology, pp. 1–10. ACM (2014). https://doi.org/10.1145/2663806.2663821

  17. Ferracani, A., Pezzatini, D., Del Bimbo, A.:. A natural and immersive virtual interface for the surgical safety checklist training. In: Proceedings of the 2014 ACM international workshop on serious games, pp. 27–32 (2014)

    Google Scholar 

  18. Sattar, M.U., Palaniappan, S., Lokman, A., Hassan, A., Shah, N., Riaz, Z.: Effects of virtual reality training on medical students’ learning motivation and competency. Pak. J. Med. Sci. 35(3), 852–857 (2019)

    Article  Google Scholar 

  19. Hsu, Y.: Exploring the learning motivation and effectiveness of applying virtual reality to high school mathematics. Univ. J. Educ. Res. 8(2), 438–444 (2020)

    Article  Google Scholar 

  20. Parong, J., Mayer, R.E.: Learning science in immersive virtual reality. J. Educ. Psychol. 110(6), 785–797 (2018). https://doi.org/10.1037/edu0000241

    Article  Google Scholar 

  21. Clark, T., Hamilton, O., Morris, M., Vereen, E.: Transforming undergraduate education in the sciences and humanities with virtual reality: the case at Morehouse College. In: ICERI2021. Proceedings, ATLANTA, GA, USA, p. 3467 (2021)

    Google Scholar 

  22. Sülter, R.E., Ketelaar, P.E., Lange, W.G.: SpeakApp-Kids! Virtual reality training to reduce fear of public speaking in children–A proof of concept. Comput. Educ. 178, 104384 (2022)

    Article  Google Scholar 

  23. Wang, X., Young, G.W., Mc Guckin, C., Smolic, A.: A systematic review of virtual reality interventions for children with social skills deficits. In: 2021 IEEE International Conference on Engineering, Technology & Education (TALE), pp. 436–443. IEEE (2021). https://doi.org/10.1109/TALE52509.2021.9678808

  24. Beidel, D.C., Alfano, C.A., Kofler, M.J., Rao, P.A., Scharfstein, L., Sarver, N.W.: The impact of social skills training for social anxiety disorder: a randomized controlled trial. J. Anxiety Disord. 28(8), 908–918 (2014)

    Article  Google Scholar 

  25. Hagopian, L.P., Kuhn, D.E., Strother, G.E., Van Houten, R.: Targeting social skills deficits in an adolescent with pervasive developmental disorder. J. Appl. Behav. Anal. 42(4), 907–911 (2009)

    Article  Google Scholar 

  26. Carl, E., Stein, A.T., Levihn-Coon, A., Pogue, J.R., Rothbaum, B., Emmelkamp, P., et al.: Virtual reality exposure therapy for anxiety and related disorders: a meta-analysis of randomized controlled trials. J. Anxiety Disord. 61, 27–36 (2019)

    Article  Google Scholar 

  27. Maples-Keller, J.L., Bunnell, B.E., Kim, S.J., Rothbaum, B.O.: The use of virtual reality technology in the treatment of anxiety and other psychiatric disorders. Harv. Rev. Psychiatry 25(3), 103 (2017)

    Article  Google Scholar 

  28. Stendal, K., Balandin, S., Molka-Danielsen, J.: Virtual worlds: a new opportunity for people with lifelong disability? J. Intellect. Dev. Disabil. 36(1), 80–83 (2011)

    Article  Google Scholar 

  29. Morina, N., Ijntema, H., Meyerbröker, K., Emmelkamp, P.M.G.: Can virtual reality exposure therapy gains be generalized to real-life? A meta-analysis of studies applying behavioral assessments. Behav. Res. Therapy 74, 18–24 (2015)

    Article  Google Scholar 

  30. Zhao, D., Muntean, C.H., Chis, A.E., Rozinaj, G., Muntean, G.M.: Game-based learning: enhancing student experience, knowledge gain, and usability in higher education programming courses. IEEE Trans. Educ. 65(4), 502–513 (2022). https://doi.org/10.1109/TE.2021.3136914

    Article  Google Scholar 

  31. Saxena, M., Mishra, D.: Gamification and gen Z in higher education: a systematic review of literature. Int. J. Inf. Commun. Technol. 17, 1–22 (2021). https://doi.org/10.4018/IJICTE.20211001.oa10

    Article  Google Scholar 

  32. Landers, R.N.: Developing a theory of gamified learning: linking serious games and gamification of learning. Simul. Gaming 45(6), 752–768 (2015). https://doi.org/10.1177/1046878114563660

    Article  Google Scholar 

  33. Menin, A., Torchelsen, R., Nedel, L.: An analysis of VR technology used in immersive simulations with a serious game perspective. IEEE Comput. Graphics Appl. 38(2), 57–73 (2018). https://doi.org/10.1109/MCG.2018.021951633

    Article  Google Scholar 

  34. Freeman, G., Maloney, D.: Body, avatar, and me: the presentation and perception of self in social virtual reality. Proc. ACM Hum.-Comput. Interaction 4(CSCW3), 1–27 (2021). https://doi.org/10.1145/3432938

    Article  Google Scholar 

  35. Ratan, R., Beyea, D., Li, B.J., Graciano, L.: Avatar characteristics induce users’ behavioral conformity with small-to-medium effect sizes: a meta-analysis of the proteus effect. Media Psychol. 23(5), 651–675 (2020). https://doi.org/10.1080/15213269.2019.1623698

    Article  Google Scholar 

  36. Stets, J.E., Burke, P.J.: Identity theory and social identity theory. Soc. Psychol. Q. 63(3), 224 (2000). https://doi.org/10.2307/2695870

    Article  Google Scholar 

  37. Bessière, K., Seay, A.F., Kiesler, S.: The ideal elf: Identity exploration in World of Warcraft. Cyberpsychol. Behav. 10(4), 530–535 (2007)

    Article  Google Scholar 

  38. Kim, C., Lee, S.-G., Kang, M.: I became an attractive person in the virtual world: Users’ identification with virtual communities and avatars. Comput. Hum. Behav. 28(5), 1663–1669 (2012)

    Article  Google Scholar 

Download references

Author information

Authors and Affiliations

Authors

Corresponding author

Correspondence to Evelyn R. Sowells-Boone .

Editor information

Editors and Affiliations

Rights and permissions

Reprints and permissions

Copyright information

© 2023 The Author(s), under exclusive license to Springer Nature Switzerland AG

About this paper

Check for updates. Verify currency and authenticity via CrossMark

Cite this paper

Sowells-Boone, E.R. (2023). Using Virtual Reality Learning Environments to Improve Success for Online Students. In: Arai, K. (eds) Intelligent Computing. SAI 2023. Lecture Notes in Networks and Systems, vol 711. Springer, Cham. https://doi.org/10.1007/978-3-031-37717-4_61

Download citation

Publish with us

Policies and ethics