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Abstract: This paper provides additional analysis and results on previous work conducted by the authors on the effectiveness of Virtual Reality (VR) and Virtual Learning Environments (VLEs) on secondary school students. Current case studies were examined to determine how effective a 3D virtual learning environment could be for education. A game based virtual learning environment was produced to test information retention of a group of school students aged 13 and over. Students were split in two groups. One interacted with the game and the other read a worksheet on the same material. Both groups then took a memory retention test. The results were compared to determine which group performed better overall. Testing found that the group that interacted with the 3D virtual learning environment scored lower but more consistently than the group that used the worksheet. It also found that discomfort and nausea affected some students who interacted with the virtual learning environment. However, a positive result was observed for students with reading and writing difficulties. The evidence collected by the research suggests that immersive 3D virtual learning environments for education are not yet at a point where they can effectively replace traditional methods. However, the study found that the use of immersive 3D virtual learning environments could be suitable -or even preferable- in some cases of students with specialist learning needs.
Keywords: virtual reality (VR), head mounted display (HMD), virtual learning environment (VLE), Oculus Rift, education, learning
1. Introduction
The purpose of this research was to determine the educational effectiveness of a 3D virtual learning environment by creating and testing an interactive and immersive educational game that utilises current Virtual Reality (VR) technology and comparing it against traditional educational methods. Particularly focusing on immersive VR and the use of Head Mounted Displays (HMD). The methodology section will discuss the main hypothesis as well as the process by which the effectiveness of our Virtual Reality learning environment was determined. The details of the proposed solution will be described as well as the kind of data collected and the data collection and analysis methods. In addition, the methodology section will also explain the design of the questionnaires and evaluative tests. The development section will discuss the details of the development process. Individual sections will describe...