For better student performance and engagement – use Virtual Reality.

A research study published in Educational Psychology Review found that student’s performance and engagement are higher in Virtual Reality than while watching a video.

Abstract

From the Abstract of the study “This study describes and investigates the immersion principle in multimedia learning. A sample of 102 middle school students took a virtual field trip to Greenland via a head-mounted display (HMD) or a 2D video as an introductory lesson within a 6-lesson inquiry-based climate change intervention. The HMD group scored significantly higher than the video group on presence (d = 1.43), enjoyment (d = 1.10), interest (d = .57), and retention in an immediate (d = .61) and delayed posttest (d = .70). A structural equation model indicated that enjoyment mediated the pathway from instructional media to immediate posttest, and interest mediated the pathway from instructional media to delayed posttest score, indicating that these factors may play different roles in the learning process with immersive media. This work contributes to the cognitive affective model of immersive learning, and suggests that immersive lessons can have positive longitudinal effects for learning.”

To read the complete study click here.

Makransky, G., Mayer, R.E. Benefits of Taking a Virtual Field Trip in Immersive Virtual Reality: Evidence for the Immersion Principle in Multimedia Learning. Educ Psychol Rev (2022). https://doi.org/10.1007/s10648-022-09675-4

Microsoft Mesh – Embodied, Immersive, Collaborative Learning

I can imagine many new amazing applications of this technology for teaching and learning with games in collaborative virtual spaces. The benefits of embodied, immersive learning are significant.

Shapiro, L. (2019). Embodied cognition. Routledge.

Wilson, R. A., & Foglia, L. (2011). Embodied cognition.

Scoresby, J., & Shelton, B. E. (2011). Visual perspectives within educational computer games: effects on presence and flow within virtual immersive learning environments. Instructional Science, 39(3), 227-254.

Games in Virtual Reality Help Students on the Autism Spectrum Learn How to Read Nonverbal Cues.

By Dr. Anthony W. Palmer

People with Autism have challenges understanding nonverbal social cues. Researchers and educators are looking for better ways to help students on the Autism Spectrum develop the skills needed to interpret these social cues. In his article VR Gives Students New Ways to Learn, Calvin Hennick reports that Virtual Reality “is a useful tool for students with special needs, particularly those on the autism spectrum. Many students with autism need to practice navigating real-life settings and scenarios that neurotypical students take for granted.” He interviewed Kristen Powell, an assistive technology trainer and consultant with Chester County Intermediate Unit, she uses virtual reality to help students with special needs. She said that “There’s only so far you can go with direct instruction. I can show students a picture, but it’s not real life. To me, virtual reality is this great bridge between direct instruction and real-life situations.”

This aligns with the observation of Darren Nonis on the power of immersive environments “If the things in the environment have behavior and react to the user’s motions, he/she will take those objects more seriously as actual things and the illusion of immersion will be enhanced.” The scripts and role play in the classroom often seem artificial. They also tend to cause anxiety in students with Autism. Virtual reality provides an immersive, real-world, safe experience that is engaging. Students can practice the skills they need in this realistic environment as many times as they need.

Hennick describes how Virtual Reality creates safe opportunities for students to explore real-world scenarios, mitigates the anxiety of visiting new places, fosters growth, and hones social skills. He discusses how educators use the Lenovo Daydream VR headset, and Google Expeditions to help students “to explore sites ranging from the Great Barrier Reef and the North Pole to the Tower Bridge and Beijing’s Forbidden City.”

To read the full article click here –

VR Gives Students New Ways to Learn

Citations:

Nonis, D. (2005). 3D virtual learning environments (3D VLE). Ministry of Education, Singapore.

Research Finds that Screen Time is as Harmful as … a Potato.

Stop worrying so much about kids playing Fortnite and other games.  New research finds that screen time is as harmful to children as … a potato.

“Researchers at the University of Oxford have performed the most definitive study to date on the relationship between technology use and adolescent mental health, examining data from over 300,000 teenagers and parents in the UK and USA. At most, only 0.4% of adolescent wellbeing is related to screen use – which only slightly surpasses the negative effect of regularly eating potatoes. The findings were published today in Nature Human Behaviour.

“Our findings demonstrate that screen use itself has at most a tiny association with youth mental health,” says lead researcher Professor Andrew Przybylski, Director of Research at the Oxford Internet Institute, University of Oxford. “The 0.4% contribution of screen use on young people’s mental health needs to be put in context for parents and policymakers. Within the same dataset, we were able to demonstrate that including potatoes in your diet showed a similar association with adolescent wellbeing. Wearing corrective lenses had an even worse association.”

In comparison, smoking marijuana and being bullied was found, on average, to have a 2.7 times and 4.3 times more negative association with adolescent mental health than screen use. Activities like getting enough sleep and eating breakfast, often overlooked in media coverage, had a much stronger association with wellbeing than technology use.

The method used by the researchers, called Specification Curve Analysis, revealed the reason there seems to be no firm scientific consensus on screen use and mental health. “Even when using the same datasets, each researcher brings different biases with them and analyses the data slightly differently,” says Amy Orben, College Lecturer at the Queen’s College, University of Oxford, and author on the study. “Of the three datasets we analysed for this study, we found over 600 million possible ways to analyse the data. We calculated a large sample of these and found that – if you wanted – you could come up with a large range of positive or negative associations between technology and wellbeing, or no effect at all.” In other words, “We needed to take the topic beyond cherry-picked results, so we developed an approach that helped us harvest the whole orchard,” adds Przybylski.

In order to remove bias and examine practical significance (rather than statistical significance), the researchers used information from other questions in the same dataset to put the statistical findings on screen use in context. “Research’s reliance on statistical significance can yield bizarre ‘results'”, says Orben. “We need to look at the size of the association to make a judgement on practical significance. If you told me the amount of time a teenager spends on digital devices, I could not do very well predicting their overall wellbeing, as only 0.4% is associated with technology use.”

“Bias and selective reporting of results is endemic to social and biological research influencing the screen time debate,” says Przybylski. “We need to put scientific findings in context for parents, policymakers and the general public. Our approach provides an excellent template for data scientists wanting to make the most of the excellent cohort data available in the UK and beyond.”

Method:

The data was drawn from three large-scale representative datasets: Monitoring the Future (USA), Youth Risks and Behaviour Studies (USA) and the Millennium Cohort Study (UK), totalling over 300,000 individuals surveyed between 2007 and 2016. The findings were derived using Specification Analysis Curve method, which examined the full range of correlations relating digital technology use to child and adolescent psychological wellbeing. Details on methodology and all necessary code to reproduce the analysis are available in the paper’s supplementary material.” – From EurekAlert! Press Release.

https://www.eurekalert.org/pub_releases/2019-01/uoo-tue011419.php

 

Virtual Reality Helps Students with Autism to Improve Social Skills in the Real World

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has reported on the success of research on Virtual Reality (VR) interventions for people with Autism.  As a father of a son with Autism and as a teacher of students with Autism, I appreciate the value of VR Interventions to create a safe and realistic space to practice social skills.

From the article in Variety –

“We found that students who received the virtual reality experienced increased in their understanding of social skills,” Rowland continues. ”This increase was significantly different from students that did not have access to the virtual reality experience. We also found that students who learned from the virtual reality experience were also able to generalize their understanding to non-virtual environments. Finally, students expressed a level of understanding and presence in the virtual reality experience enhancing the learning experience and understanding of the social skill being described and in which the student interacted.”

“There are a wide variety of social encounters that are based on our targeted users’ own social encounters,” she explains. “This includes both school-based encounters, like classrooms, cafeterias, and will soon include daily life encounters like movie theaters, sporting events, etc.”

“The social encounters vary in complexity based not only upon the user’s age and specific social need but also upon negative or positive feedback within the environments itself. If the user is progressing, the difficulty is increased to assure the user is always being challenged. In addition to the level of complexity of each situation, the situations are categorized, allowing for two-dimensional complexity optimization.”

“In theory, the more realistic and immersive, the less processing is required,” says [Justin Ehrlich, Ph.D.].

Read the full article here; https://variety.com/2018/digital/features/voiss-interview-vr-hmd-1203086576/

 

 

 

I Built my First Virtual Reality Lab in my Classroom.

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This year, I started using immersive virtual reality in my classroom.  I recently built a space for the students to actively participate in this amazing experience.  The students have given me very positive feedback – they LOVE it!  I call it the Virtual Reality Lab, but some of them call it “The Alien Space Ship”.   They love the virtual reality experiences and they are engaged in learning!  I am currently using HTC Vive.  I built an 8″ by 8″ frame with PVC pipe.  I attached curtains (silver reflective roll insulation) to the frame.  The “door” and windows are clear plastic.  I attached the sensors to adjacent corners.  I added a line of LED Lights to the top.   In the last sentence of my dissertation, I wrote that “Virtual reality would take teachers back to school”,  it has taught me quite a bit!  It’s amazing to see students experience virtual reality for the first time.  It’s great to see students so actively engaged in learning!

New Research: Interactive video games help students learn energy conservation better than with traditional pencil and paper methods.

“Knowledge associated with energy conservation is important but it may appear difficult and monotonous to students due to the presence of jargon and complex scientific concepts. This research created two digital question-and-answer games and compared them with a traditional paper-and-pencil learning method to explore how different learning approaches would affect college students’ learning for knowledge of energy conservation. This research conducted a between-subject experiment with random assignment to examine short-term effects of the three different learning methods on motivation, attention, and learning outcomes. The results revealed that participants who played the digital game equipped with more cartoon-style, animated, and interactive features scored significantly higher than the lower-complexity digital game group as well as the traditional paper-and-pencil group on the learning outcome tests. Moreover, in contrast to many previous studies, use of these digital games was not found to affect learning motivation and attention.”

Chen, S. W., Yang, C. H., Huang, K. S., & Fu, S. L. (2017). Digital games for learning energy conservation: A study of impacts on motivation, attention, and learning outcomes. Innovations in Education and Teaching International, 1-11.

Read the full research article here;

http://srhe.tandfonline.com/doi/full/10.1080/14703297.2017.1348960?scroll=top&needAccess=true

 

Minecraft Education Edition hits v1.0

 

 

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of Digital Trends writes that “Microsoft and Mojang have been working hard at further developing Minecraft Education Edition, and at the start of 2017, the two firms have announced that this version of the game has now hit 1.0.  Minecraft Education Edition is the same Minecraft world you know and love, but with specific features aimed at students and teachers. It has NPCs for tutorials, simple multiplayer server setup, camera and portfolio recording, in-game chalkboards and downloadable lesson plans for educators. While all of those features have been present since the early days of Minecraft Education Edition in late 2016, now that it’s hit version 1.0, there are a number of new features to enjoy, too.”

To read more about Minecraft Education Edition V1.0 click here –

http://www.digitaltrends.com/gaming/minecraft-education-1/#ixzz4XZSUUtc3

The Bound Copy of my Dissertation has Arrived!

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It is great to have a physical copy of what was for so long an electronic file on my laptop.  Higher-Order Thinking Skills in Digital Games by Anthony W. Palmer.

My Graduation! I am Officially a Doctor!!!

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