TY - GEN
T1 - Novel Behaviors of Youth in a Virtual Reality Chemistry Lab
AU - Hu-Au, Elliot
AU - Addla, Pooja
AU - Harinarayanan, Janani
AU - Wei, Zhanlan
AU - Wu, Chuhe
AU - Liu, Zoey Yichen
AU - Danoff, Mara
N1 - Publisher Copyright:
© 2024, The Author(s), under exclusive license to Springer Nature Switzerland AG.
PY - 2024
Y1 - 2024
N2 - Virtual reality’s (VR) unique affordances of enabling risk-free and exploratory behaviors [1] pose an unknown variable in its use as a learning environment for science education. In VR science laboratory simulations, do students follow typical safety and behavior norms or do they engage largely in “non-lesson related” behaviors [2]? In addition, VR is touted for increasing student interest and motivation in subjects but how exactly does this happen in these environments? We observed seventy-six 11–18 yr.-olds (N = 76) conduct a chemistry experiment in a VR lab simulation. Observations focused on lab safety behaviors and behaviors typically not exhibited in real-life situations (novel). Results showed that > 75% of students still follow basic safety rules but only 49% conducted cleaning behaviors in VR. Novel behaviors were observed in 51% of the participants. Behaviors most observed were moving around the room with no obvious intent, throwing objects or breaking glassware, and playing with lab equipment. We argue that the existence of these behaviors can be viewed as students expressing their curiosities, an important step in encouraging STEM pursuits. The freedom to engage in this behavior is a clue to the motivational affordances VR can provide. Positive responses were confirmed through individual debrief interviews with the participants.
AB - Virtual reality’s (VR) unique affordances of enabling risk-free and exploratory behaviors [1] pose an unknown variable in its use as a learning environment for science education. In VR science laboratory simulations, do students follow typical safety and behavior norms or do they engage largely in “non-lesson related” behaviors [2]? In addition, VR is touted for increasing student interest and motivation in subjects but how exactly does this happen in these environments? We observed seventy-six 11–18 yr.-olds (N = 76) conduct a chemistry experiment in a VR lab simulation. Observations focused on lab safety behaviors and behaviors typically not exhibited in real-life situations (novel). Results showed that > 75% of students still follow basic safety rules but only 49% conducted cleaning behaviors in VR. Novel behaviors were observed in 51% of the participants. Behaviors most observed were moving around the room with no obvious intent, throwing objects or breaking glassware, and playing with lab equipment. We argue that the existence of these behaviors can be viewed as students expressing their curiosities, an important step in encouraging STEM pursuits. The freedom to engage in this behavior is a clue to the motivational affordances VR can provide. Positive responses were confirmed through individual debrief interviews with the participants.
KW - Immersive Learning Environments
KW - Science Education
KW - Student Behaviors
KW - Virtual Reality
UR - https://www.scopus.com/pages/publications/85176911019
U2 - 10.1007/978-3-031-47328-9_24
DO - 10.1007/978-3-031-47328-9_24
M3 - Conference contribution
AN - SCOPUS:85176911019
SN - 9783031473272
T3 - Communications in Computer and Information Science
SP - 313
EP - 329
BT - Immersive Learning Research Network - 9th International Conference, iLRN 2023, Revised Selected Papers
A2 - Bourguet, Marie-Luce
A2 - Krüger, Jule M.
A2 - Pedrosa, Daniela
A2 - Dengel, Andreas
A2 - Peña-Rios, Anasol
A2 - Richter, Jonathon
PB - Springer Science and Business Media Deutschland GmbH
T2 - 9th International Conference of the Immersive Learning Research Network, iLRN 2023
Y2 - 26 June 2023 through 29 June 2023
ER -