TY - JOUR
T1 - PhyLab – a virtual reality laboratory for experiments in physics
T2 - a pilot study on intervention effectiveness and gender differences
AU - Korlat, Selma
AU - Kollmayer, Marlene
AU - Haider, Christian
AU - Hlavacs, Helmut
AU - Martinek, Daniel
AU - Pazour, Patrick
AU - Spiel, Christiane
N1 - Publisher Copyright:
Copyright © 2024 Korlat, Kollmayer, Haider, Hlavacs, Martinek, Pazour and Spiel.
PY - 2024
Y1 - 2024
N2 - Introduction: New technologies have great potential to facilitate students’ understanding and appreciation of one of the most abstract and challenging school subjects – physics. This study aimed to examine the effects of a game-based virtual reality teaching method on secondary school students’ self-beliefs, interest, and performance in physics through a quasi-experimental design using pre- and post-test data. The evaluation is based on the systemic actiotope model that explains a person’s goal-oriented actions by an interplay of their environment, action repertoire (i.e., students’ performance and interest in physics), and subjective action space (i.e., students’ self-efficacy, self-concept, and implicit theories regarding physics). Method: A game-based virtual reality App to be used with Google cardboards was developed containing 10 teaching units from the secondary school physics class curriculum. Participants in the control group were taught using traditional teaching methods, while students in the experimental group went through the VR with the teacher and conducted the prepared VR experiments in addition to the traditionally presented content. Three tests measured students’ physics performance during the semester. In addition, students answered questionnaires assessing their interest, self-efficacy, self-concept, and entity implicit theories regarding physics before and after the intervention, resulting in a Pretest-Posttest Control Group Design. Results: There were no significant differences between the control and experimental group in test scores on the first and second tests but compared to the control group, the experimental group achieved higher scores on the third test. In addition, the results indicate differential effects of the game-based virtual reality teaching method on students’ interest and self-efficacy regarding physics to the advantage of students identifying as male, but no effects on students’ self-concept, and entity implicit theories regarding physics. Discussion: The results of our pilot study suggest that incorporating innovative didactic methods into secondary school physics classes could potentially contribute to higher performance in and motivation for physics during this crucial period of adolescence when students develop educational and career aspirations. However, game-based virtual reality teaching methods seem to favor students identifying as male, which should be considered in their development and presentation. Other practical implications for practitioners and researchers are discussed.
AB - Introduction: New technologies have great potential to facilitate students’ understanding and appreciation of one of the most abstract and challenging school subjects – physics. This study aimed to examine the effects of a game-based virtual reality teaching method on secondary school students’ self-beliefs, interest, and performance in physics through a quasi-experimental design using pre- and post-test data. The evaluation is based on the systemic actiotope model that explains a person’s goal-oriented actions by an interplay of their environment, action repertoire (i.e., students’ performance and interest in physics), and subjective action space (i.e., students’ self-efficacy, self-concept, and implicit theories regarding physics). Method: A game-based virtual reality App to be used with Google cardboards was developed containing 10 teaching units from the secondary school physics class curriculum. Participants in the control group were taught using traditional teaching methods, while students in the experimental group went through the VR with the teacher and conducted the prepared VR experiments in addition to the traditionally presented content. Three tests measured students’ physics performance during the semester. In addition, students answered questionnaires assessing their interest, self-efficacy, self-concept, and entity implicit theories regarding physics before and after the intervention, resulting in a Pretest-Posttest Control Group Design. Results: There were no significant differences between the control and experimental group in test scores on the first and second tests but compared to the control group, the experimental group achieved higher scores on the third test. In addition, the results indicate differential effects of the game-based virtual reality teaching method on students’ interest and self-efficacy regarding physics to the advantage of students identifying as male, but no effects on students’ self-concept, and entity implicit theories regarding physics. Discussion: The results of our pilot study suggest that incorporating innovative didactic methods into secondary school physics classes could potentially contribute to higher performance in and motivation for physics during this crucial period of adolescence when students develop educational and career aspirations. However, game-based virtual reality teaching methods seem to favor students identifying as male, which should be considered in their development and presentation. Other practical implications for practitioners and researchers are discussed.
KW - game-based learning
KW - gender differences
KW - intervention
KW - physics laboratory
KW - virtual reality
UR - http://www.scopus.com/inward/record.url?scp=85186431189&partnerID=8YFLogxK
U2 - 10.3389/fpsyg.2024.1284597
DO - 10.3389/fpsyg.2024.1284597
M3 - Article
AN - SCOPUS:85186431189
SN - 1664-1078
VL - 15
JO - Frontiers in Psychology
JF - Frontiers in Psychology
M1 - 1284597
ER -