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Influence of Virtual Reality on High School Students' Conceptions of Cells
Author(s) -
Meredith Thompson,
Annie Wang,
Cigdem Uz-Bilgin,
Melat Anteneh,
Dan Roy,
Philip Tan,
Rik Eberhart,
Eric Klopfer
Publication year - 2020
Publication title -
jucs - journal of universal computer science
Language(s) - English
Resource type - Journals
SCImago Journal Rank - 0.284
H-Index - 53
eISSN - 0948-695X
pISSN - 0948-6968
DOI - 10.3897/jucs.2020.050
Subject(s) - virtual reality , organelle , mathematics education , psychology , computer science , biology , human–computer interaction , microbiology and biotechnology
Cells are central to the study of biology, yet many learners have difficulties understanding the abstract yet fundamental foundation of life. Research suggests that students' conceptions of cells are reinforced by current biology learning materials, which represent cells as two dimensional, highly ordered, and mostly empty. These models also inaccurately represent the number, location, and size of organelles. We examine the effect of an inquiry-based three-dimensional virtual reality (VR) game on high school students' mental models of cells. Students reported that the game was more interactive and engaging than traditional ways of learning about cells and attributed an improved understanding of cells to their game experience. Students' post drawings of cells depicted more types of organelles, increased density of organelles, and additional complexity than their pretest drawings, indicating a movement towards more accurate mental models of cells. However, students' scores did not improve on their factual knowledge about cells between the pretest and the post-game biology assessments. We discuss the implications of incorporating game-based approaches and new technologies such as VR into biology education.

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