| Literature DB >> 30973900 |
Guido Makransky1, Richard E Mayer2, Nicola Veitch3, Michelle Hood4, Karl Bang Christensen5, Helen Gadegaard3.
Abstract
The use of virtual laboratories is growing as companies and educational institutions try to expand their reach, cut costs, increase student understanding, and provide more accessible hands on training for future scientists. Many new higher education initiatives outsource lab activities so students now perform them online in a virtual environment rather than in a classroom setting, thereby saving time and money while increasing accessibility. In this paper we explored whether the learning and motivational outcomes of interacting with a desktop virtual reality (VR) science lab simulation on the internet at home are equivalent to interacting with the same simulation in class with teacher supervision. A sample of 112 (76 female) university biology students participated in a between-subjects experimental design, in which participants learned at home or in class from the same virtual laboratory simulation on the topic of microbiology. The home and classroom groups did not differ significantly on post-test learning outcome scores, or on self-report measures of intrinsic motivation or self-efficacy. Furthermore, these conclusions remained after accounting for prior knowledge or goal orientation. In conclusion, the results indicate that virtual simulations are learning activities that students can engage in just as effectively outside of the classroom environment.Entities:
Mesh:
Year: 2019 PMID: 30973900 PMCID: PMC6459525 DOI: 10.1371/journal.pone.0214944
Source DB: PubMed Journal: PLoS One ISSN: 1932-6203 Impact factor: 3.240
Means, standard deviations, minimum, and maximum scores, effect sizes (with confidence intervals, and 95% High Density Interval (HDI) for the dependent variables used in the study.
| Home | Classroom | |||||
|---|---|---|---|---|---|---|
| Mean (SD) | Min.-Max. | Mean (SD) | Min.-Max. | Effect size (95% CI) | 95% HDI | |
| Learning outcome | 11.57 (3.14) | 5–16 | 11.12 (3.03) | 2–16 | 0.14 (-0.24 to 0.53) | (-0.78 to 1.60) |
| Motivation | 4.10 (0.70) | 2–5 | 4.11 (0.65) | 2–5 | 0.02 (-0.36 to 0.39) | (-0.24 to 0.26) |
| Self-efficacy | 3.70 (0.62) | 2–5 | 3.65 (0.64) | 1.38–4.88 | 0.09 (-0.29 to 0.46) | (-0.21 to 0.19) |
*: HDI: Highest Density Interval
Effect sizes (with confidence intervals) for the dependent variables without any adjustments, after adjusting for prior knowledge, and after adjusting for goal orientation respectively.
| Effect size (95% CI) | |||||
|---|---|---|---|---|---|
| Orig. | Adj. for prior knowledge | Adj. for mastery orientation | Adj. for performance-approach | Adj. for performance-avoid | |
| Learning outcome | 0.14 (-0.24 to 0.53) | 0.11 (-0.28 to 0.50) | 0.11 (-0.28 to 0.50) | 0.15 (-0.24 to 0.54) | 0.16 (-0.23 to 0.54) |
| Motivation | 0.02 (-0.36 to 0.39) | 0.10 (-0.28 to 0.48) | 0.11 (-0.28 to 0.49) | 0.02 (-0.39 to 0.43) | 0.00 (-0.40 to 0.40) |
| Self-efficacy | 0.09 (-0.29 to 0.46) | 0.01 (-0.37 to 0.39) | Interaction | 0.12 (-0.28 to 0.53) | 0.11 (-0.30 to 0.52) |
Fig 1Illustration of the interaction between mastery orientation and self-efficacy for the computer and home groups.