2017
DOI: 10.3389/fpsyg.2017.00805
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Virtual Learning Simulations in High School: Effects on Cognitive and Non-cognitive Outcomes and Implications on the Development of STEM Academic and Career Choice

Abstract: The present study compared the value of using a virtual learning simulation compared to traditional lessons on the topic of evolution, and investigated if the virtual learning simulation could serve as a catalyst for STEM academic and career development, based on social cognitive career theory. The investigation was conducted using a crossover repeated measures design based on a sample of 128 high school biology/biotech students. The results showed that the virtual learning simulation increased knowledge of ev… Show more

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Cited by 62 publications
(57 citation statements)
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References 34 publications
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“…The students in the immersive VR group also showed significantly more positive pretest‐to‐posttest changes in self‐efficacy than the text condition. These findings are consistent with several studies that have identified positive pretest‐to‐posttest changes in intrinsic motivation and self‐efficacy when using VR simulations (e.g., Makransky et al, 2016; Makransky & Lilleholt, ; Makransky & Petersen, ; Thisgaard & Makransky, ).…”
Section: Discussionsupporting
confidence: 91%
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“…The students in the immersive VR group also showed significantly more positive pretest‐to‐posttest changes in self‐efficacy than the text condition. These findings are consistent with several studies that have identified positive pretest‐to‐posttest changes in intrinsic motivation and self‐efficacy when using VR simulations (e.g., Makransky et al, 2016; Makransky & Lilleholt, ; Makransky & Petersen, ; Thisgaard & Makransky, ).…”
Section: Discussionsupporting
confidence: 91%
“…More specifically, based on these theories and previous literature (e.g., Makransky et al, 2016; Makransky & Lilleholt, ; Makransky & Petersen, ; Thisgaard & Makransky, ), we predict that the immersive VR (Hypothesis 2a) and desktop VR (Hypothesis 2b) groups will show greater gains in intrinsic motivation compared with the text group. Similarly, consistent with these theories and previous studies (Buttussi & Chittaro, ; Makransky, Thisgaard, & Gadegaard, ; Thisgaard & Makransky, ; Tompson & Dass, ), we predict that the immersive VR (Hypothesis 3a) and desktop VR groups (Hypothesis 3b) will show greater gains in self‐efficacy than the text group. By using a posttest measure of enjoyment (Hypothesis 1) and a change measure of motivation and self‐efficacy (Hypotheses 2 and 3), we are able to assess the motivation hypothesis using several different assessment methodologies.…”
Section: Introductionmentioning
confidence: 74%
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“…In the present study, we seek to further test the gender matching hypothesis by designing an agent that was intended to appeal to girls rather than boys-a young woman in a white lab coat named Marie who could serve as a role model-and an agent that we predict to appeal more to boys rather than girls-a hovering robot we called the drone. Such nontraditional, mentor-like role models have previously been shown to enhance students' concentration and focus, as well as their transfer and selfefficacy scores (Baylor & Kim, 2004;Johnson, Ozogul et al, 2013;K. N. Thisgaard & Makransky, 2017). We also extended the domain of inquiry beyond instructional video with human agents and desktop animated agents to instruction in immersive VR, which is intended to be a more engaging context of learning (e.g., Makransky & Lilleholt, 2018).…”
Section: Literature Reviewmentioning
confidence: 99%
“…VMR has been used in both secondary and tertiary education biology courses [13,[19][20][21]. A number of VMR applications attempt to reproduce the laboratory environment to students with otherwise no access to laboratory facilities, with demonstrated benefits over traditional lectures [see e.g., Labster [22]].…”
Section: Vmr Uses In Biology Educationmentioning
confidence: 99%