Abstract
Virtual reality (VR) has long promised to revolutionize education, but with
little follow-through. Part of the reason for this is the prohibitive cost of
immersive VR headsets or caves. This has changed with the advent of
smartphone-based VR (along the lines of Google cardboard) which allows students
to use smartphones and inexpensive plastic or cardboard viewers to enjoy
stereoscopic VR simulations. We have completed the largest-ever such study on
627 students enrolled in calculus-based freshman physics at The Ohio State
University. This initial study focused on student understanding of electric
fields. Students were split into three treatments groups: VR, video, and static
2D images. Students were asked questions before, during, and after treatment.
Here we present a preliminary analysis including overall post-pre improvement
among the treatment groups, dependence of improvement on gender, and previous
video game experience. Results on select questions are discussed. Several
electric field visualizations similar to those used in this study are freely
available on Google Play <a href="http://go.osu.edu/BuckeyeVR">this http URL</a>
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