Beyond Traditional Classrooms: Comparing Virtual Reality Applications and Their Influence on Students’ Motivation
Abstract
:1. Introduction
1.1. Use of Virtual Reality in Education
1.2. Impact on Student Motivation through the Use of VR
1.3. Characteristics for the Use of VR in Education
- Attention: This dimension refers to capturing and maintaining Student’s attention or interest. To keep interest high, teachers must use various strategies to create varied and exciting lessons.
- Relevance: This dimension focuses on the relevance of the course in relation to the goals and needs of the students. It is essential that students perceive the content offered in the teaching–learning process as related to their interests.
- Confidence: This dimension involves students having confidence in their ability to succeed in learning (expectation of success). Teachers should create a favorable environment that allows students to communicate their expectations during the lesson.
- Satisfaction: Students should feel satisfied with their achievements in the learning opportunity. Intrinsic motivation is one of the most important elements of satisfaction and is difficult to influence. However, extrinsic motivation is easier to influence, primarily through the use of feedback.
2. Methods
2.1. Instrument
2.2. Description of the Educational Experience
- Variety of roller coasters: The application offers a variety of roller coasters, each featuring distinct designs and characteristics such as twists, drops, and loops. These elements are crafted to closely mimic the physical sensations of real-world roller coasters, enhancing the overall immersive experience.
- Advanced graphic capabilities: The application’s advanced graphics create a highly realistic environment, contributing to a more engaging and lifelike experience for users.
- Interactive elements: Users can engage with the surrounding environment within the application, adding a layer of personalization and engagement that enriches the virtual experience.
3. Results
3.1. Descriptive Statistics
3.1.1. Attention
3.1.2. Relevance
3.1.3. Confidence
3.1.4. Satisfaction
3.2. Inferential Statistics
3.2.1. Comparison of Motivation between the Two Courses with Two Applications
3.2.2. Comparison of Motivation by Gender in the Physics Course
3.2.3. Comparison of Motivation by Gender in the Biomedical Course
3.2.4. Comparison of Motivation in the Female Gender When Using the Two Applications
3.2.5. Comparison of Motivation in the Male Gender When Using the Two Applications
4. Discussion
4.1. Recommendations for the Use of VR Applications in Classroom
- Alignment with learning objectives: The applications used in this study were closely aligned with the learning objectives, resulting in high scores across the different analyzed dimensions. It is essential to ensure that selected applications align with learning objectives [36]. This alignment guarantees an effective and relevant experience, thereby enhancing the relevance dimension.
- Diversification of themes and disciplines: This study explored various themes and disciplines, demonstrating the benefits of diverse responses based on the type of application and course. It is advisable to explore a broad range of educational themes and disciplines through VR [32]. Integrating various applications across different subjects and disciplines can cater to students’ preferences and needs, thereby increasing satisfaction and attention.
- Leveraging gender differences: This study identified differences in responses based on gender. It is essential to consider these differences when selecting applications and integrating them into the curriculum [8]. Addressing gender-specific preferences in VR application selection is crucial to ensure inclusivity and equitable participation.
- Appropriate levels of interactivity: The features of the applications used in this study provided an immersive and interactive experience. It is necessary to identify applications that allow students to interact in environments that promote active learning [28]. Selecting VR applications with appropriate levels of interactivity can encourage student engagement and motivation.
- Compatibility with school equipment: In this study, the applications were compatible with the available equipment, ensuring optimal functionality. Numerous VR applications are available for educational use, including free or low-cost options compatible with various electronic devices [33,35]. It is recommended to select applications that best fit the resources of the educational institution and to conduct pilot tests to gather feedback and enhance the VR experience. Additionally, consider VR applications that incorporate playful and gamified elements to boost students’ intrinsic motivation.
4.2. Possible Limitations in the Use of VR
5. Conclusions
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Conflicts of Interest
References
- Şentürk, M.; Gürkaş Aydın, Z.; Aydın, M. A study on metaverse and its applications in education. El-Cezeri 2022, 9, 1424–1430. [Google Scholar] [CrossRef]
- Jiang, J.; Zhi, L.; Xiong, Z. Application of virtual reality technology in education and teaching. In Proceedings of the International Joint Conference on Information, Media and Engineering (ICIME), Osaka, Japan, 12–14 December 2018. [Google Scholar] [CrossRef]
- Li, L.; Wang, Y.; Jiang, W. Application research of virtual reality technology. In The 2020 International Conference on Machine Learning and Big Data Analytics for IoT Security and Privacy; MacIntyre, J., Zhao, J., Ma, X., Eds.; Springer: Cham, Switzerland, 2021. [Google Scholar] [CrossRef]
- Chen, L.; Ho, H. Defining virtual reality enabled learning. Int. J. Innov. Learn. 2022, 31, 291–306. [Google Scholar] [CrossRef]
- Salifu, S.; Torres, K.M. Virtual reality technology and its implications for the future of education. In Handbook of Research on Facilitating Collaborative Learning Through Digital Content and Learning Technologies; Keengwe, J., Ed.; IGI Global: Hershey, PA, USA, 2023; pp. 183–198. [Google Scholar] [CrossRef]
- Pelletier, K.; Robert, R.; Muscanell, N.; McCormack, M.; Reeves, J.; Arbino, N.; Grajek, S.; Tracey Birdwell, T.; Liu, D.; Mandernach, J.; et al. EDUCAUSE Horizon Report, Teaching and Learning Edition; EDUCAUSE: Boulder, CO, USA, 2023. [Google Scholar]
- Rafiq, A.; Triyono, M.; Djatmiko, I.W. Enhancing student engagement in vocational education by using virtual reality. Waikato J. Educ. 2022, 27, 175–188. [Google Scholar] [CrossRef]
- Santos Garduño, H.A.; Esparza Martínez, M.I.; Portuguez Castro, M. Impact of virtual reality on student motivation in a high school science course. Appl. Sci. 2021, 11, 9516. [Google Scholar] [CrossRef]
- Ramírez-Montoya, M.S.; Loaiza-Aguirre, M.I.; Zúñiga-Ojeda, A.; Portuguez-Castro, M. Characterization of the Teaching Profile within the Framework of Education 4.0. Future Internet 2021, 13, 91. [Google Scholar] [CrossRef]
- Bawa, A.; Bawa, P. Faculty perceptions on using virtual reality: Strengths, weaknesses and recommendations. SN Comput. Sci. 2023, 4, 608. [Google Scholar] [CrossRef]
- Lorenz, M.; Brade, J.; Klimant, P.; Heyde, C.E.; Hammer, N. Age and gender effects on presence, user experience and usability in virtual environments–first insights. PLoS ONE 2023, 18, e0283565. [Google Scholar] [CrossRef] [PubMed]
- Mustafa, B. Using 3D animation and virtual reality in educations. Tech. Soc. Sci. J. 2022, 27, 269–289. [Google Scholar] [CrossRef]
- Di Natale, A.F.; Repetto, C.; Riva, G.; Villani, D. Immersive virtual reality in K-12 and higher education: A 10-year systematic review of empirical research. Br. J. Educ. Technol. 2020, 51, 2006–2033. [Google Scholar] [CrossRef]
- Stuchlíková, L.; Kósa, A.; Benko, P.; Juhász, P. Virtual reality vs. reality in engineering education. In Proceedings of the 15th International Conference on Emerging eLearning Technologies and Applications (ICETA), Stary Smokovec, Slovakia, 26–27 October 2017. [Google Scholar] [CrossRef]
- Portuguez-Castro, M.; Hernández-Méndez, R.V.; Peña-Ortega, L.O. Novus projects: Innovative ideas to build new opportunities upon technology-based avenues in higher education. Educ. Sci. 2022, 12, 695. [Google Scholar] [CrossRef]
- Zhang, Q. Development and analysis of educational virtual reality system using static image. Mob. Inf. Syst. 2022, 2022, 8592533. [Google Scholar] [CrossRef]
- Antón-Sancho, Á.; Fernández-Arias, P.; Vergara, D. Higher education in the pacific alliance: Descriptive and exploratory analysis of the didactic potential of virtual reality. Multimodal Technol. Interact. 2023, 7, 30. [Google Scholar] [CrossRef]
- Luo, H.; Li, G.; Feng, Q.; Yang, Y.; Zuo, M. Virtual reality in K-12 and higher education: A systematic review of the literature from 2000 to 2019. J. Comput. Assist. Learn. 2021, 37, 887–901. [Google Scholar] [CrossRef]
- Maldonado-García, B.E.; Ocampo-Díaz, A.; Portuguez-Castro, M. Evaluating Differences in Mathematical Competencies in Middle School Students during Pandemic Conditions through Preparatec Platform. Educ. Sci. 2022, 12, 546. [Google Scholar] [CrossRef]
- Leal Uhlig, E.; Garza León, C.; Cruz Vargas, X.; Hernández Franco, S.; Portuguez-Castro, M. Lëttëra web platform: A game-based learning approach with the use of technology for reading competence. Front. Educ. 2023, 8, 1180283. [Google Scholar] [CrossRef]
- Rábago, J.; Portuguez-Castro, M. Use of drone photogrammetry as an innovative, competency-based architecture teaching process. Drones 2023, 7, 187. [Google Scholar] [CrossRef]
- Chans, G.M.; Portuguez Castro, M. Gamification as a Strategy to Increase Motivation and Engagement in Higher Education Chemistry Students. Computers 2021, 10, 132. [Google Scholar] [CrossRef]
- Cózar Gutiérrez, R.; González-Calero Somoza, J.A.; Villena Taranilla, R.; Merino Armero, J.M. Análisis de la motivación ante el uso de la realidad virtual en la enseñanza de la historia en futuros maestros. EDUTEC Rev. Electrónica Tecnol. Educ. 2019, 68, 1–14. [Google Scholar] [CrossRef]
- Triviño-Tarradas, P.; Mohedo-Gatón, A.; Fernández, R.; Mesas-Carrascosa, J.; Carranza-Cañadas, P. Preliminary results of the impact of 3D-visualization resources in the area of graphic expression on the motivation of university students. Virtual Real. 2022, 26, 963–978. [Google Scholar] [CrossRef]
- Chen, M.; Chai, C.-S.; Jong, M.S.-Y.; Jiang, M.Y.-C. Teachers’ conceptions of teaching chinese descriptive composition with interactive spherical video-based virtual reality. Front. Psychol. 2021, 12, 591708. [Google Scholar] [CrossRef]
- Järvenoja, H.; Järvelä, S.; Törmänen, T.; Näykki, P.; Malmberg, J.; Kurki, K.; Mykkänen, A.; Isohätälä, J. Capturing motivation and emotion regulation during a learning process. Frontline Learn. Res. 2018, 6, 85–104. [Google Scholar] [CrossRef]
- Zhang, C.; Wang, X.; Fang, S.; Shi, X. Construction and application of VR-AR teaching system in coal-based energy education. Sustainability 2022, 14, 16033. [Google Scholar] [CrossRef]
- Martín-Gutiérrez, J.; Mora, C.E.; Añorbe-Díaz, B.; González-Marrero, A. Virtual Technologies Trends in Education. Eurasia J. Math. Sci. Technol. Educ. 2017, 13, 469–486. [Google Scholar] [CrossRef]
- 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. 2020, 147, 103778. [Google Scholar] [CrossRef]
- Hayes, A.; Daughrity, L.A.; Meng, N. Approaches to integrate virtual reality into K-16 lesson plans: An Introduction for teachers. TechTrends 2021, 65, 394–401. [Google Scholar] [CrossRef]
- Radianti, J.; Majchrzak, T.; Fromm, J.; Stieglitz, S.; Vom Brocke, J. Virtual reality applications for higher educations: A Market Analysis. In Proceedings of the 54th Hawaii International Conference on System Sciences 2021, Kauai, HI, USA, 5 January 2021; Available online: http://hdl.handle.net/10125/70625 (accessed on 25 August 2024).
- Smutny, P. Learning with virtual reality: A market analysis of educational and training applications. Interact. Learn. Environ. 2022, 31, 6133–6146. [Google Scholar] [CrossRef]
- Meta. Experiencies on PCVR. Available online: https://www.meta.com/experiences/pcvr/section/854758534732051 (accessed on 25 August 2024).
- Stecuła, K. Virtual reality applications market analysis—On the example of steam digital platform. Informatics 2022, 9, 100. [Google Scholar] [CrossRef]
- Valve Corporation. STEAM Store. Available online: https://store.steampowered.com/ (accessed on 25 August 2024).
- Pirker, J.; Loria, E.; Kainz, A.; Kopf, J.; Dengel, A. Virtual reality and education—The Steam Panorama. In Proceedings of the 17th International Conference on the Foundations of Digital Games (FDG’22), Athens, Greece, 5–8 September 2022; Association for Computing Machinery: New York, NY, USA, 2022. [Google Scholar] [CrossRef]
- Keller, J.M. Motivational Design for Learning and Performance: The ARCS Model Approach; Springer: Berlin/Heidelberg, Germany, 2010. [Google Scholar]
Study | Strengths | Limitations | How Does Our Study Contribute? |
---|---|---|---|
Jiang et al. [2] | Analyzes the practical applications of VR in education and explores how it can be adapted to different types of knowledge. | Does not thoroughly explore the economic and logistical barriers that could prevent widespread adoption of VR. | Our study explores applications that are accessible and can be integrated into course curricula, including possible limitations in their use. |
Rafiq et al. [7] | Identified the capability of VR to enhance student engagement by creating immersive and realistic experiences that simulate real-world work environments. | Requires analysis of learning objectives to ensure that VR is the appropriate tool. | Our study provides recommendations on how to use VR applications in the classroom, specifically addressing each dimension of the ARCS model. |
Santos et al. [8] | Explores how VR can influence interest, motivation, and student engagement in the learning process. | The study focused solely on a chemistry class. Further research is needed to determine if the results can be replicated in other subjects. | Our study reviews two courses with two different applications to understand differences in student motivation across various subjects. |
Bawa & Bawa [10] | Analyzes how educators can enhance VR experiences within curricula. | The use of VR poses challenges in creating more immersive and engaging educational spaces. | Our study proposes a tool to assess the impact of VR on educational processes and provides recommendations for its application, considering gender differences among participants. |
Lorenz et al. [11] | Jointly investigates the effects of age and gender on presence, user experience, and usability in virtual reality. | The authors acknowledge that the literature investigating the relationship between age and gender in VR use is very limited and requires further research. | Our study aims to contribute to this topic by identifying whether gender differences exist in VR experiences. |
Results | Physics | Biomedicine |
---|---|---|
Very positive | 52.7% | 49.2% |
Positive | 24.7% | 24.9% |
Neutral | 13.8% | 15.2% |
Negative | 6.7% | 8.1% |
Very negative | 2.1% | 2.6% |
Results | Physics | Biomedicine |
---|---|---|
Very positive | 41.8% | 40.7% |
Positive | 29.2% | 28.6% |
Neutral | 21.6% | 19.9% |
Negative | 6.0% | 9.1% |
Very negative | 1.4% | 1.7% |
Results | Physics | Biomedicine |
---|---|---|
Very positive | 44.1% | 31.5% |
Positive | 28.9% | 27.1% |
Neutral | 16.2% | 25.9% |
Negative | 8.6% | 9.5% |
Very negative | 2.2% | 6.0% |
Physics | Biomedicine | |
---|---|---|
Very positive | 52.7% | 52.3% |
Positive | 27.2% | 23.6% |
Neutral | 15.2% | 15.7% |
Negative | 4.0% | 6.7% |
Very negative | 0.9% | 1.7% |
Physics (N = 26) Epic Roller Coasters | Biomedicine (N = 26) Human Anatomy | |||
---|---|---|---|---|
M (SD) | M (SD) | t | p | |
Attention | 4.17 (0.65) | 4.09 (0.72) | 0.44 | 0.663 |
Relevance | 4.08 (0.57) | 3.96 (0.66) | 0.65 | 0.518 |
Confidence | 4.03 (0.67) | 3.67 (0.72) | 1.85 | 0.071 |
Satisfaction | 4.24 (0.61) | 4.15 (0.81) | 0.45 | 0.654 |
Female (N = 15) | Male (N = 11) | |||
---|---|---|---|---|
M (DE) | M (DE) | t | p | |
Attention | 4.31 (0.41) | 3.99 (0.86) | 1.16 | 0.268 |
Relevance | 4.22 (0.51) | 3.89 (0.62) | 1.42 | 0.172 |
Confidence | 4.08 (0.57) | 3.95 (0.82) | 0.46 | 0.652 |
Satisfaction | 4.27 (0.57) | 4.20 (0.68) | 0.28 | 0.785 |
Female (N = 15) | Male (N = 11) | |||
---|---|---|---|---|
M (SD) | M (SD) | t | p | |
Attention | 4.31 (0.41) | 3.99 (0.86) | 1.16 | 0.268 |
Relevance | 4.22 (0.51) | 3.89 (0.62) | 1.42 | 0.172 |
Confidence | 4.08 (0.57) | 3.95 (0.82) | 0.46 | 0.652 |
Satisfaction | 4.27 (0.57) | 4.20 (0.68) | 0.28 | 0.785 |
Physics (N = 15) | Biomedicine (N = 15) | |||
---|---|---|---|---|
M (SD) | M (SD) | t | p | |
Attention | 4.31 (0.41) | 4.34 (0.64) | −0.17 | 0.868 |
Relevance | 4.22 (0.51) | 4.16 (0.65) | 0.24 | 0.813 |
Confidence | 4.08 (0.57) | 3.95 (0.51) | 0.68 | 0.503 |
Satisfaction | 4.27 (0.57) | 4.47 (0.55) | −0.98 | 0.337 |
Physics (N = 11) | Biomedicine (N = 11) | |||
---|---|---|---|---|
M (SD) | M (SD) | t | p | |
Attention | 3.99 (0.86) | 3.74 (0.70) | 0.72 | 0.478 |
Relevance | 3.89 (0.62) | 3.69 (0.60) | 0.75 | 0.465 |
Confidence | 3.95 (0.82) | 3.29 (0.81) | 1.90 | 0.073 |
Satisfaction | 4.20 (0.63) | 3.71 (0.93) | 1.39 | 0.181 |
Disclaimer/Publisher’s Note: The statements, opinions and data contained in all publications are solely those of the individual author(s) and contributor(s) and not of MDPI and/or the editor(s). MDPI and/or the editor(s) disclaim responsibility for any injury to people or property resulting from any ideas, methods, instructions or products referred to in the content. |
© 2024 by the authors. Licensee MDPI, Basel, Switzerland. This article is an open access article distributed under the terms and conditions of the Creative Commons Attribution (CC BY) license (https://creativecommons.org/licenses/by/4.0/).
Share and Cite
Portuguez-Castro, M.; Santos Garduño, H. Beyond Traditional Classrooms: Comparing Virtual Reality Applications and Their Influence on Students’ Motivation. Educ. Sci. 2024, 14, 963. https://doi.org/10.3390/educsci14090963
Portuguez-Castro M, Santos Garduño H. Beyond Traditional Classrooms: Comparing Virtual Reality Applications and Their Influence on Students’ Motivation. Education Sciences. 2024; 14(9):963. https://doi.org/10.3390/educsci14090963
Chicago/Turabian StylePortuguez-Castro, May, and Hugo Santos Garduño. 2024. "Beyond Traditional Classrooms: Comparing Virtual Reality Applications and Their Influence on Students’ Motivation" Education Sciences 14, no. 9: 963. https://doi.org/10.3390/educsci14090963
APA StylePortuguez-Castro, M., & Santos Garduño, H. (2024). Beyond Traditional Classrooms: Comparing Virtual Reality Applications and Their Influence on Students’ Motivation. Education Sciences, 14(9), 963. https://doi.org/10.3390/educsci14090963