Virtual Reality in Preservice Teacher Education: Core Features, Advantages and Effects
Abstract
:1. Introduction
- What are the core features of VR use in preservice teacher education, and what advantages does it offer?
- What effects of VR use in preservice teacher education have been found?
2. Method
2.1. Search: Databases and Key Words (Terms and Databases)
2.2. Selection of Publications
2.3. Additional Exclusion Criteria and Full-Text Screening
3. Data Analysis
4. Results
5. The Core Features of VR
6. The Advantages of VR Use in Preservice Teacher Education
7. What Effects of VR Use Have Been Found in Preservice Teacher Education?
VR Effects Studied | Author(s) | Research Design | Intervention or Other Study | Research Instruments Used | N 1 | Main Findings |
---|---|---|---|---|---|---|
Motivation to teach using VR | Bujdoso, 2017 | Case study | Participants practicing in a VR environment in various situations | Group discussion | 41 | Practicing in a VR environment was found to increase the motivation to use VR more often. |
Cooper et al., 2019 | Case study | Descriptive study of participants’ perceptions of the value of using VR | Questionnaire | 41 | Almost all of the participants indicated that they were willing to use VR in their classes. | |
Jacka, 2015 | Case study | Participating in a workshop on a VR environment | Participants’ blog posts | 311 | More than half (52%) of the participants wanted to use VR in teaching, but perceived barriers. Eighteen percent did not perceive any benefits of VR at all and 30% were “neutral”. | |
Kim and Blankenship, 2013 | Case study | A collaborative VR environment for language learning | Participants’ reflections | 84 | The VR environment was evaluated as “motivating” and “good for out-of-school use”. | |
Lee and Shea, 2020 | Pre/post within-subjects design | Reading articles about VR, experimenting in a VR environment, using VR in the classroom | Questionnaires | 38 | Participants had a positive attitude towards VR and were more ready to teach after the intervention. | |
McPherson et al., 2011 | Quasi-experimental | Training in VR classroom environment vs. online training | Questionnaire | 151 | Students were more motivated to use VR in their schools as compared with students who received an online tutorial. | |
Pavlin and Suznjevic, 2019 | Case study | Descriptive study of student teachers’ attitudes towards the use of VR | Questionnaire | 83 | Even though a majority of students had positive expectations for the use of VR, only a few of them felt competent enough to use it in the classroom. | |
Ripka et al., 2020 | Case study | Descriptive study of the motivation to use VR | Interviews | 12 student teachers 10 teacher educators | VR can enrich classes through interactive engagement. Flexibility and “tailor-made customization” are vital factors. There were worries about ethics and data usage. | |
Zaretsky, 2011 | Case study | Training in VR (physical education) vs. online training | Questionnaire, log data | 6 | Student teachers’ motivation and skills to use VR for their teaching increased during the training in a VR environment. | |
Billingsley and Scheuermann, 2014 | Review of 6 case studies and 1 quasi- experimental study | - | Questionnaires, interviews | 2–151 (7 studies) | VR technology was found to improve student teachers’ self-efficacy for teaching students with special education needs. | |
Cooper et al., 2019 | Case study | Descriptive study of participants’ perceptions of the value of using VR | Questionnaire | 41 | Participants had low self-efficacy for using VR in their teaching. | |
Self-efficacy for teaching | Dalinger et al., 2020 | Case study | Descriptive study into experiences in a VR classroom environment | Interview | 13 | Increased confidence in applying general teaching skills was perceived. |
Lee and Shea, 2020 | Case study | Reading articles about VR, experimenting in a VR environment, using VR in the classroom | Questionnaires | 38 | Teacher self-efficacy increased after the intervention. | |
McPherson et al., 2011 | Quasi-experimental | Training in VR classroom environment vs. online training | Questionnaire | 151 | Instructional self-efficacy of participants who received the VR training was higher compared with participants who watched an online tutorial. | |
Sveinbjornsdottir et al., 2019 | Case study | Training in a VR environment about teaching students with autism | Classroom observation instrument | 4 | The quality of Instruction while teaching students with autism improved as a result of VR training. | |
Theelen et al., 2019 | Review of 10 case studies and 5 quasi- experimental studies | Questionnaires, interviews | 4–149 (15 studies) | Four studies showed positive effects of VR simulations on student teachers’ self-efficacy. | ||
Classroom management skills | Billingsley et al., 2019 | Review of 2 case studies and 5 quasi-experimental studies | Questionnaires, student reflections | 4–90 (7 studies) | VR can be helpful for improving classroom management skills. | |
Bower et al., 2020 | Case study | Workshop on the use and benefits of VR | Questionnaire, interviews | 65 | Performance expectancy, effort expectancy, social influence, facilitating conditions, hedonic motivation, price value, habit and behavioral intention influenced the (intentional) use of VR. | |
Dieker et al., 2015 | Case study | Teacher educators use of a VR program “Teach Live” | VR software analysis | 10,000 | VR is used in classroom management and instructional strategies (among others) | |
Kim et al., 2017 | Quasi-experimental | Three groups worked with three different VR environments on classroom management | Electro-cardiogram | 84 | Student teachers’ ECGs showed that they “perceived” a smaller psychological distance in a classroom management VR environment when they were closer to other persons in the VR. | |
Mouw et al., 2020 | Case study | Descriptive study of experiences of student teachers and teacher educators with a VR environment on classroom management skills and teacher resilience | Interviews | 4 student teachers 6 teacher educators | VR for training classroom management skills and promoting teacher resilience was experienced positively by student teachers and teacher educators. | |
Stavroulia et al., 2019 | Case study | VR environment about incidents in school | Heart rate data and questionnaire | 25 | VR was found to be useful by student teachers for learning how to react to incidents in school. | |
Stavroulia and Lanitis, 2017 | Case study | VR environment in which student teachers could take different roles (i.e., teacher, student, etc.). | Questionnaire | Not reported | VR was found to be useful for acquiring classroom management skills (especially for dealing with bullying students). | |
Theelen et al., 2019 | Review of 10 case studies and 5 quasi- experimental studies | Questionnaires, interviews | 4–149 (15 studies) | VR was found to be helpful for improving classroom management skills. | ||
Billingsley et al., 2019 | Review of 2 case studies and 5 quasi-experimental studies | Questionnaires, student reflections | 4–90 (7 studies) | Student teachers’ knowledge of a particular student disability increased. | ||
McPherson et al., 2011 | Quasi-experimental | Training in VR vs. online training | Questionnaire | 151 | Students after the VR intervention experienced significantly better skills for teaching students with special education needs as compared with students who received online training. | |
Passig, 2011 | Quasi-experimental | Training in a VR environment vs. watching an instructional video | Questionnaire, interview | 80 | Participants in the VR environment scored significantly higher on recognizing the needs of students with special education needs compared with the control group who watched an instructional video. | |
Knowledge/pedagogical skills special needs education | Stavroulia and Lanitis, 2019 | Quasi- experimental | Training empathy and reflection skills in a VR environment vs. a real classroom | Questionnaire | 33 | Participants in a special education needs VR environment scored higher on self-reflection skills regarding special education student needs as compared with the control group. |
Artun et al., 2020 | Quasi-experimental study | Training in a VR environment (STEM laboratory) vs. real-life training | Skill test and interviews | 54 | The experimental group scored better on the subdimension “experimenting” compared with the control group. | |
Lamb et al., 2020 | Experimental study | Training in a VR environment (STEM laboratory) vs. real-life training | Questionnaire, eye-tracking data, heart rate | 54 | No differences between experimental and control group for STEM skills. |
- (1)
- Motivation to use VR for teaching (nine studies);
- (2)
- Self-efficacy regarding teaching in general (seven studies);
- (3)
- Classroom management skills (eight studies);
- (4)
- Knowledge and skills for teaching students with special needs (four studies);
- (5)
- STEM/science-related skills (two studies).
8. Conclusion, Discussion, and Future Directions
9. Challenges of the Use of and Research into VR for Preservice Teacher Education
10. Deliberate Design and Evaluation
Author Contributions
Funding
Conflicts of Interest
References
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Van der Want, A.C.; Visscher, A.J. Virtual Reality in Preservice Teacher Education: Core Features, Advantages and Effects. Educ. Sci. 2024, 14, 635. https://doi.org/10.3390/educsci14060635
Van der Want AC, Visscher AJ. Virtual Reality in Preservice Teacher Education: Core Features, Advantages and Effects. Education Sciences. 2024; 14(6):635. https://doi.org/10.3390/educsci14060635
Chicago/Turabian StyleVan der Want, Anna C., and Adrie J. Visscher. 2024. "Virtual Reality in Preservice Teacher Education: Core Features, Advantages and Effects" Education Sciences 14, no. 6: 635. https://doi.org/10.3390/educsci14060635
APA StyleVan der Want, A. C., & Visscher, A. J. (2024). Virtual Reality in Preservice Teacher Education: Core Features, Advantages and Effects. Education Sciences, 14(6), 635. https://doi.org/10.3390/educsci14060635