An article recently posted on the MIT News website explored the role of virtual reality (VR) in education, particularly in math and science. It highlighted the challenges traditional teaching methods face in engaging students and connecting theoretical knowledge to practical applications. By offering immersive experiences, VR enhances student engagement and understanding by moving beyond abstract approaches.
Through the development of PrismsVR, a platform designed to provide experiential learning, researcher Anurupa Ganguly and her team aimed to bridge the gap between complex concepts and real-world experiences more intuitively and interactively.
Advancement in Educational Technology
VR technology has opened new possibilities in education. Traditional classrooms primarily rely on textbooks and two-dimensional (2D) visuals to explain complex ideas, often limiting understanding and retention. In contrast, VR enables students to explore content within a three-dimensional (3D) space, which provides a more intuitive grasp of abstract concepts. This interactive environment enhances cognitive engagement in biology, algebra, and geometry, fostering active learning and critical thinking.
PrismsVR: VR-Based Learning Platform
PrismsVR is designed to create immersive learning experiences based on the idea that students understand best through real-world applications, which are often lacking in traditional methods. The platform allows students to explore and interact with virtual environments, deepening their understanding of complex subjects.
The study examined the implementation and effectiveness of VR-based learning modules in K-12 education, with the primary objective of assessing how PrismsVR's modules could enhance students' understanding and retention of math and science concepts.
The researchers created various VR scenarios, such as students acting as biomedical researchers or architects, to teach subjects like biology and trigonometry. Each module simulated real-world settings where students applied theoretical knowledge in practical contexts.
For example, an algebra module placed students in a virtual food hall where they predicted virus spread using data trends. These modules supported student-led, self-paced learning, with teachers acting as facilitators who asked high-quality questions and encouraged curiosity.
Methodology and Key Findings
The methodology involved using Oculus Quest VR headsets for immersive learning in a pilot study across 35 states, engaging approximately 300,000 students. After each VR session, students participated in group discussions to reinforce learning, while teachers monitored progress through a web dashboard to provide timely support. Researchers collected data on performance, engagement, and feedback to assess the modules' effectiveness.
The research demonstrated an 11% increase in algebra test scores, highlighting VR's potential to enhance academic performance. Students reported higher engagement and motivation with VR modules compared to traditional methods.
One notable case involved a previously disengaged student named Silas, who not only completed a VR module assignment but also submitted an in-depth synthesis report, marking a significant improvement in his engagement. This case highlights VR's ability to reach students who may feel marginalized by conventional educational practices.
Applications
PrismsVR modules are currently employed to teach math and science to students in grades seven through eleven. The platform's success in improving test scores and engagement has garnered support from the Gates Foundation for further research and development.
Additionally, the company is expanding its content for higher education and community colleges, with plans for international outreach. The adaptable design of the VR platform allows it to be tailored to various educational contexts, offering a scalable approach to enhancing science, technology, engineering, and mathematics (STEM) education worldwide.
Beyond K-12 education, VR has potential applications in other subjects like history, geography, and language arts, helping students develop critical thinking and problem-solving skills essential for the 21st century. Furthermore, PrismsVR can be utilized for vocational training, professional development, and corporate training, where immersive learning enhances skill-building and knowledge retention across various industries.
Conclusion
In summary, PrismsVR proved effective in bridging the gap between traditional learning approaches and real-world applications. It has the potential to revolutionize how students learn and interact with complex concepts by offering immersive, experiential learning environments. This platform not only enhances student engagement and improves learning outcomes but also promotes educational equity.
Future work should focus on expanding PrismsVR’s curriculum to cover additional subjects and grade levels, strengthening its technological infrastructure, and conducting larger studies to validate its educational impact. Additionally, integrating into a broader range of public schools and higher education institutions worldwide could expand their reach, fostering more inclusive and effective learning environments. Overall, PrismsVR holds promise for positively impacting various educational levels and fields, contributing to a more equitable and effective education system.
Journal Reference
Zach Winn. Using spatial learning to transform math and science education. Published on: MIT News Website, October 17, 2024. https://news.mit.edu/2024/prismsvr-uses-spatial-learning-math-and-science-education-1017
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