Influences of immersive virtual reality (IVR)-based science, technology, religion, engineering, art, and mathematics (STREAM) instructional approach on students’ learning performances

This quasi-experimental study examined the influences of an Immersive Virtual Reality (IVR) adoption in the classroom and compared learning achievement, motivation, and perception between two versions of the learning approaches (IVR-based STREAM learning and Desktop Virtual Reality (DVR)-based STREA...

Ausführliche Beschreibung

Gespeichert in:
Bibliographische Detailangaben
Veröffentlicht in:Educational technology research and development 2024-12, Vol.72 (6), p.2921-2938
Hauptverfasser: Astatke, Melese, Weng, Cathy, Yohannes, Abebayehu, Isaac, Matere M., Liou, Wei-Kai
Format: Artikel
Sprache:eng
Schlagworte:
Online-Zugang:Volltext
Tags: Tag hinzufügen
Keine Tags, Fügen Sie den ersten Tag hinzu!
container_end_page 2938
container_issue 6
container_start_page 2921
container_title Educational technology research and development
container_volume 72
creator Astatke, Melese
Weng, Cathy
Yohannes, Abebayehu
Isaac, Matere M.
Liou, Wei-Kai
description This quasi-experimental study examined the influences of an Immersive Virtual Reality (IVR) adoption in the classroom and compared learning achievement, motivation, and perception between two versions of the learning approaches (IVR-based STREAM learning and Desktop Virtual Reality (DVR)-based STREAM learning). Twenty middle school students in the experimental group used a Head-Mounted Display, while twenty students in the comparison group used a DVR display to learn about tourism sites. The following data sources were used: (a) a multiple-choice questions pre-test and post-test measuring learning achievement (b) a validated questionnaire comprised of five-point Likert scale items measuring motivation and perceptions towards the utilization of IVR-based STREAM and DVR-based STREAM instructional approaches. The analysis of covariance (ANCOVA) and the independent samples t-test were used to examine the data. The results showed that the experimental group had significantly higher leaning achievement and motivation to learn. While the difference in the students’ perception test scores between the two groups in this study was not statistically significant, the comparison group's mean was lower than that of the experimental group. Our findings support the use of IVR-based STREAM instructional approach in students’ learning performances. It also explains how to integrate and adopt an IVR-based STREAM instructional approach in the classroom.
doi_str_mv 10.1007/s11423-024-10381-x
format Article
fullrecord <record><control><sourceid>proquest_cross</sourceid><recordid>TN_cdi_proquest_journals_3141262194</recordid><sourceformat>XML</sourceformat><sourcesystem>PC</sourcesystem><sourcerecordid>3141262194</sourcerecordid><originalsourceid>FETCH-LOGICAL-c226t-bd7b9d4e268c607981a256f9b196acb0d8d3cddc18361f089ea8ca89f00221463</originalsourceid><addsrcrecordid>eNotUctOHDEQHEWJFELyAzlZ4gLSmrg9s17PESEeK4EiEZKr5bF7do1m7I3tQeyN3-BT-J18CV42fajuQ1V1SVVV34GdAmOLHwmg4TVlvKHAagn06UN1APO5oGLO4GO5WcMpCN5-rr6k9MDKLIQ8qF6Xvh8m9AYTCT1x44gxuUckjy7mSQ8koh5c3pLj5Z-7E9rphJYk43aKGclo1j4MYbWdFeLgVi74GUG_ch4xOr-aER1zAW_JqPMaCziTyPGv-7uLs9sT4nzKcTK56MovvdnEoM2aBE9Sniz6nP49v5ABdfTFjWww9iGOehf3a_Wp10PCb__3YfX78uL-_Jre_Lxanp_dUMO5yLSzi661DXIhjWCLVoLmc9G3HbRCm45ZaWtjrQFZC-iZbFFLo2XbM8Y5NKI-rI72viXb3wlTVg9hiiVuUjU0wAWHtiksvmeZGFKK2KtNdKOOWwVM7SpS-4pUqUi9V6Se6jdrbojh</addsrcrecordid><sourcetype>Aggregation Database</sourcetype><iscdi>true</iscdi><recordtype>article</recordtype><pqid>3141262194</pqid></control><display><type>article</type><title>Influences of immersive virtual reality (IVR)-based science, technology, religion, engineering, art, and mathematics (STREAM) instructional approach on students’ learning performances</title><source>SpringerLink Journals - AutoHoldings</source><creator>Astatke, Melese ; Weng, Cathy ; Yohannes, Abebayehu ; Isaac, Matere M. ; Liou, Wei-Kai</creator><creatorcontrib>Astatke, Melese ; Weng, Cathy ; Yohannes, Abebayehu ; Isaac, Matere M. ; Liou, Wei-Kai</creatorcontrib><description>This quasi-experimental study examined the influences of an Immersive Virtual Reality (IVR) adoption in the classroom and compared learning achievement, motivation, and perception between two versions of the learning approaches (IVR-based STREAM learning and Desktop Virtual Reality (DVR)-based STREAM learning). Twenty middle school students in the experimental group used a Head-Mounted Display, while twenty students in the comparison group used a DVR display to learn about tourism sites. The following data sources were used: (a) a multiple-choice questions pre-test and post-test measuring learning achievement (b) a validated questionnaire comprised of five-point Likert scale items measuring motivation and perceptions towards the utilization of IVR-based STREAM and DVR-based STREAM instructional approaches. The analysis of covariance (ANCOVA) and the independent samples t-test were used to examine the data. The results showed that the experimental group had significantly higher leaning achievement and motivation to learn. While the difference in the students’ perception test scores between the two groups in this study was not statistically significant, the comparison group's mean was lower than that of the experimental group. Our findings support the use of IVR-based STREAM instructional approach in students’ learning performances. It also explains how to integrate and adopt an IVR-based STREAM instructional approach in the classroom.</description><identifier>ISSN: 1042-1629</identifier><identifier>EISSN: 1556-6501</identifier><identifier>DOI: 10.1007/s11423-024-10381-x</identifier><language>eng</language><publisher>New York: Springer Nature B.V</publisher><subject>Digital video recorders ; Experimental Groups ; Learning Motivation ; Middle Schools ; Perception Tests ; Students ; Teaching Methods ; Virtual reality</subject><ispartof>Educational technology research and development, 2024-12, Vol.72 (6), p.2921-2938</ispartof><rights>Copyright Springer Nature B.V. Dec 2024</rights><lds50>peer_reviewed</lds50><woscitedreferencessubscribed>false</woscitedreferencessubscribed><cites>FETCH-LOGICAL-c226t-bd7b9d4e268c607981a256f9b196acb0d8d3cddc18361f089ea8ca89f00221463</cites><orcidid>0000-0002-6422-9803</orcidid></display><links><openurl>$$Topenurl_article</openurl><openurlfulltext>$$Topenurlfull_article</openurlfulltext><thumbnail>$$Tsyndetics_thumb_exl</thumbnail><link.rule.ids>314,780,784,27924,27925</link.rule.ids></links><search><creatorcontrib>Astatke, Melese</creatorcontrib><creatorcontrib>Weng, Cathy</creatorcontrib><creatorcontrib>Yohannes, Abebayehu</creatorcontrib><creatorcontrib>Isaac, Matere M.</creatorcontrib><creatorcontrib>Liou, Wei-Kai</creatorcontrib><title>Influences of immersive virtual reality (IVR)-based science, technology, religion, engineering, art, and mathematics (STREAM) instructional approach on students’ learning performances</title><title>Educational technology research and development</title><description>This quasi-experimental study examined the influences of an Immersive Virtual Reality (IVR) adoption in the classroom and compared learning achievement, motivation, and perception between two versions of the learning approaches (IVR-based STREAM learning and Desktop Virtual Reality (DVR)-based STREAM learning). Twenty middle school students in the experimental group used a Head-Mounted Display, while twenty students in the comparison group used a DVR display to learn about tourism sites. The following data sources were used: (a) a multiple-choice questions pre-test and post-test measuring learning achievement (b) a validated questionnaire comprised of five-point Likert scale items measuring motivation and perceptions towards the utilization of IVR-based STREAM and DVR-based STREAM instructional approaches. The analysis of covariance (ANCOVA) and the independent samples t-test were used to examine the data. The results showed that the experimental group had significantly higher leaning achievement and motivation to learn. While the difference in the students’ perception test scores between the two groups in this study was not statistically significant, the comparison group's mean was lower than that of the experimental group. Our findings support the use of IVR-based STREAM instructional approach in students’ learning performances. It also explains how to integrate and adopt an IVR-based STREAM instructional approach in the classroom.</description><subject>Digital video recorders</subject><subject>Experimental Groups</subject><subject>Learning Motivation</subject><subject>Middle Schools</subject><subject>Perception Tests</subject><subject>Students</subject><subject>Teaching Methods</subject><subject>Virtual reality</subject><issn>1042-1629</issn><issn>1556-6501</issn><fulltext>true</fulltext><rsrctype>article</rsrctype><creationdate>2024</creationdate><recordtype>article</recordtype><recordid>eNotUctOHDEQHEWJFELyAzlZ4gLSmrg9s17PESEeK4EiEZKr5bF7do1m7I3tQeyN3-BT-J18CV42fajuQ1V1SVVV34GdAmOLHwmg4TVlvKHAagn06UN1APO5oGLO4GO5WcMpCN5-rr6k9MDKLIQ8qF6Xvh8m9AYTCT1x44gxuUckjy7mSQ8koh5c3pLj5Z-7E9rphJYk43aKGclo1j4MYbWdFeLgVi74GUG_ch4xOr-aER1zAW_JqPMaCziTyPGv-7uLs9sT4nzKcTK56MovvdnEoM2aBE9Sniz6nP49v5ABdfTFjWww9iGOehf3a_Wp10PCb__3YfX78uL-_Jre_Lxanp_dUMO5yLSzi661DXIhjWCLVoLmc9G3HbRCm45ZaWtjrQFZC-iZbFFLo2XbM8Y5NKI-rI72viXb3wlTVg9hiiVuUjU0wAWHtiksvmeZGFKK2KtNdKOOWwVM7SpS-4pUqUi9V6Se6jdrbojh</recordid><startdate>20241201</startdate><enddate>20241201</enddate><creator>Astatke, Melese</creator><creator>Weng, Cathy</creator><creator>Yohannes, Abebayehu</creator><creator>Isaac, Matere M.</creator><creator>Liou, Wei-Kai</creator><general>Springer Nature B.V</general><scope>AAYXX</scope><scope>CITATION</scope><orcidid>https://orcid.org/0000-0002-6422-9803</orcidid></search><sort><creationdate>20241201</creationdate><title>Influences of immersive virtual reality (IVR)-based science, technology, religion, engineering, art, and mathematics (STREAM) instructional approach on students’ learning performances</title><author>Astatke, Melese ; Weng, Cathy ; Yohannes, Abebayehu ; Isaac, Matere M. ; Liou, Wei-Kai</author></sort><facets><frbrtype>5</frbrtype><frbrgroupid>cdi_FETCH-LOGICAL-c226t-bd7b9d4e268c607981a256f9b196acb0d8d3cddc18361f089ea8ca89f00221463</frbrgroupid><rsrctype>articles</rsrctype><prefilter>articles</prefilter><language>eng</language><creationdate>2024</creationdate><topic>Digital video recorders</topic><topic>Experimental Groups</topic><topic>Learning Motivation</topic><topic>Middle Schools</topic><topic>Perception Tests</topic><topic>Students</topic><topic>Teaching Methods</topic><topic>Virtual reality</topic><toplevel>peer_reviewed</toplevel><toplevel>online_resources</toplevel><creatorcontrib>Astatke, Melese</creatorcontrib><creatorcontrib>Weng, Cathy</creatorcontrib><creatorcontrib>Yohannes, Abebayehu</creatorcontrib><creatorcontrib>Isaac, Matere M.</creatorcontrib><creatorcontrib>Liou, Wei-Kai</creatorcontrib><collection>CrossRef</collection><jtitle>Educational technology research and development</jtitle></facets><delivery><delcategory>Remote Search Resource</delcategory><fulltext>fulltext</fulltext></delivery><addata><au>Astatke, Melese</au><au>Weng, Cathy</au><au>Yohannes, Abebayehu</au><au>Isaac, Matere M.</au><au>Liou, Wei-Kai</au><format>journal</format><genre>article</genre><ristype>JOUR</ristype><atitle>Influences of immersive virtual reality (IVR)-based science, technology, religion, engineering, art, and mathematics (STREAM) instructional approach on students’ learning performances</atitle><jtitle>Educational technology research and development</jtitle><date>2024-12-01</date><risdate>2024</risdate><volume>72</volume><issue>6</issue><spage>2921</spage><epage>2938</epage><pages>2921-2938</pages><issn>1042-1629</issn><eissn>1556-6501</eissn><abstract>This quasi-experimental study examined the influences of an Immersive Virtual Reality (IVR) adoption in the classroom and compared learning achievement, motivation, and perception between two versions of the learning approaches (IVR-based STREAM learning and Desktop Virtual Reality (DVR)-based STREAM learning). Twenty middle school students in the experimental group used a Head-Mounted Display, while twenty students in the comparison group used a DVR display to learn about tourism sites. The following data sources were used: (a) a multiple-choice questions pre-test and post-test measuring learning achievement (b) a validated questionnaire comprised of five-point Likert scale items measuring motivation and perceptions towards the utilization of IVR-based STREAM and DVR-based STREAM instructional approaches. The analysis of covariance (ANCOVA) and the independent samples t-test were used to examine the data. The results showed that the experimental group had significantly higher leaning achievement and motivation to learn. While the difference in the students’ perception test scores between the two groups in this study was not statistically significant, the comparison group's mean was lower than that of the experimental group. Our findings support the use of IVR-based STREAM instructional approach in students’ learning performances. It also explains how to integrate and adopt an IVR-based STREAM instructional approach in the classroom.</abstract><cop>New York</cop><pub>Springer Nature B.V</pub><doi>10.1007/s11423-024-10381-x</doi><tpages>18</tpages><orcidid>https://orcid.org/0000-0002-6422-9803</orcidid></addata></record>
fulltext fulltext
identifier ISSN: 1042-1629
ispartof Educational technology research and development, 2024-12, Vol.72 (6), p.2921-2938
issn 1042-1629
1556-6501
language eng
recordid cdi_proquest_journals_3141262194
source SpringerLink Journals - AutoHoldings
subjects Digital video recorders
Experimental Groups
Learning Motivation
Middle Schools
Perception Tests
Students
Teaching Methods
Virtual reality
title Influences of immersive virtual reality (IVR)-based science, technology, religion, engineering, art, and mathematics (STREAM) instructional approach on students’ learning performances
url https://sfx.bib-bvb.de/sfx_tum?ctx_ver=Z39.88-2004&ctx_enc=info:ofi/enc:UTF-8&ctx_tim=2025-01-07T06%3A18%3A00IST&url_ver=Z39.88-2004&url_ctx_fmt=infofi/fmt:kev:mtx:ctx&rfr_id=info:sid/primo.exlibrisgroup.com:primo3-Article-proquest_cross&rft_val_fmt=info:ofi/fmt:kev:mtx:journal&rft.genre=article&rft.atitle=Influences%20of%20immersive%20virtual%20reality%20(IVR)-based%20science,%20technology,%20religion,%20engineering,%20art,%20and%20mathematics%20(STREAM)%20instructional%20approach%20on%20students%E2%80%99%20learning%20performances&rft.jtitle=Educational%20technology%20research%20and%20development&rft.au=Astatke,%20Melese&rft.date=2024-12-01&rft.volume=72&rft.issue=6&rft.spage=2921&rft.epage=2938&rft.pages=2921-2938&rft.issn=1042-1629&rft.eissn=1556-6501&rft_id=info:doi/10.1007/s11423-024-10381-x&rft_dat=%3Cproquest_cross%3E3141262194%3C/proquest_cross%3E%3Curl%3E%3C/url%3E&disable_directlink=true&sfx.directlink=off&sfx.report_link=0&rft_id=info:oai/&rft_pqid=3141262194&rft_id=info:pmid/&rfr_iscdi=true