Volume 51, Issue 6 p. 2181-2199
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Immersive virtual reality for supporting complex scientific knowledge: Augmenting our understanding with physiological monitoring

Michelle Lui

Corresponding Author

Michelle Lui

Address for correspondence: Michelle Lui, Institute of Communication, Culture, Information and Technology, University of Toronto Mississauga, 3359 Mississauga Road, Mississauga, ON L5L 1C6, USA.

Email: [email protected]

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Rhonda McEwenMartha Mullally
First published: 25 August 2020
Citations: 16

Abstract

Educators are recognizing the potential power of immersive virtual reality (IVR) to allow learners to experience previously intangible firsthand phenomena, such as atoms and molecules. In this study, an IVR simulation of a complex gene regulation system was co-designed with an undergraduate microbiology course instructor. The course, with 234 students, was taught using active learning strategies, including peer instruction and exposure to a two-dimensional computer simulation. Thirty-four students from the course participated in an interactive IVR experience using head-mounted displays. We assess students' conceptual understanding using tests, multimodal data collected during the IVR sessions (including video analysis in combination with physiological sensor data and eye-tracking data) as well as semi-structured interviews. We found that students who were seated while in IVR demonstrated significantly higher conceptual understanding of gene regulation at the end of the course and higher overall course outcomes, as compared to students who experienced the course as originally designed (control). However, students who experienced IVR in a standing position performed similarly to the control group. In addition, learning gain appears to be influenced by a combination of prior knowledge and how IVR is experienced (ie, sitting vs. standing). Learning implications for the connections between sensorimotor systems and cognition in IVR are discussed.

Practitioner Notes

What is already known about this topic

  • Research on the educational applications of IVR for K-12 and higher education emerged in the nineties, which can be summarized by several key reviews and meta-reviews surveying the field but the answer to questions about the “added-value” of IVR is often mixed (Dede, Jacobson, & Richards, 2017; Merchant, Goetz, Cifuentes, Keeney-Kennicutt, & Davis, 2014)—we turn to the question of when IVR is effective for student learning.
  • A common issue reported by researchers is that cognitive overload can hinder learning in IVR (Makransky & Lilleholt, 2018; Moreno & Mayer, 2004).
  • Research considering the contribution of body positioning and sensorimotor perception on cognitive load is just emerging (Funk et al., 2012; Nerhood & Thompson, 2016).

What this paper adds

  • Our finding that learning outcome is influenced by a combination of how IVR is experienced (ie, sitting vs. standing position) and students’ level of prior domain knowledge, builds on earlier findings that suggest IVR experiences to be taxing on cognitive resources and further suggests that body position and prior knowledge are related mitigating factors for learning outcomes in an IVR experience—thus a more nuanced relationship exists between cognitive resources, prior knowledge and learning outcomes in IVR.
  • We offer a new approach for using multimodal physiological measures to gain insight into the conditions under which IVR impacts the learning experience.

Implications for practice and/or policy

  • Implications of our preliminary study suggest for a seated IVR learning experience for supporting students with lower levels of prior knowledge of complex concepts, while students with higher levels of prior knowledge could choose between either sitting or standing, full-body experience.

Introduction

Certain scientific concepts are particularly challenging for students to learn with deep understanding. For example, students often misinterpret the emergent and dynamic properties of scientific models as sequential processes (Chi, Roscoe, Slotta, Roy, & Chase, 2012) leading to inaccurate conceptualizations of foundational concepts. Educators are recognizing the potentially transformative power of immersive virtual reality (IVR) not just as a motivator to engage students, but also as a means to expose learners to places inaccessible for the majority of students. IVR can take students to the Arctic Circle to recognize the effects of climate change and bring outer space, the inside of a cell, or ancient Rome within the perceptual reach of learners in a classroom. Such experiences are illusions made available to us through human perception and our sensory systems (eg, visual, auditory, proprioceptive, tactile) and can support learning.

One school of thought that is gaining increasing acceptance is that our minds are inherently embodied, that is, our perceptual and motor systems influence the way we construct concepts, make inferences and use language (Barsalou, 2008; Shapiro, 2011). Proprioception, which is the unconscious perception of movement and spatial orientation that arises from the input of stimuli from within the body itself (eg, from joints and muscles), plays an important role in embodiment (Gallagher, 2005). The emergence of more accessible IVR technologies provides us the opportunity to better connect embodied cognition and multisensory perception, and consider the implications for learning.

This project examines the link between sensorimotor systems and conceptual understanding of a complex model using immersive VR as part of an authentic educational context. We designed and developed an IVR simulation—MolGenVR, that allows students to interact with a set of genes in the E. coli bacteria. In this paper, we present conceptual learning outcomes from the testing of MolGenVR in a second-year undergraduate Microbiology course. By varying the gross motor movements of participants through a seated and standing condition, we explore the implications of sensorimotor engagement for learning in IVR.

Learning with immersive virtual reality

Research in the educational applications of IVR for K-12 and higher education can be summarized by several key reviews and meta-reviews surveying the field (Jensen & Konradsen, 2018; Merchant et al., 2014; Radianti, Majchrzak, Fromm, & Wohlgenannt, 2020). A core set of prior research on immersive VR considered how to design applications in order to support scientific conceptual understanding (eg, Dede, Salzman, Loftin, & Ash, 2000; Moher, Johnson, Ohlsson, & Gillingham, 1999; Roussou, Johnson, Moher, & Virtual, 1999). In the ScienceSpace project, three virtual worlds (NewtonWorld, MaxwellWorld, PaulingWorld) were created with a learner-centered design strategy, undergoing iterative cycles of design and evaluation on various aspects of the learning experiences, processes and outcomes (Dede, Salzman, & Bowen Loftin, 1996; Dede et al., 2000; Salzman, Dede, Loftin, & Chen, 1999). For example, in PaulingWorld, learners used head-mounted displays (HMDs) to explore the molecular structure and chemical bonding by manipulating different molecular representations of simple and complex molecules like water and hemoglobin. One outcome of this program of research is a model for understanding how IVR aids complex conceptual learning, which includes student characteristics that moderate learning such as gender, domain experience, spatial ability, computer experience, motion sickness history and immersive tendencies (Salzman et al., 1999). The model also considers features afforded by IVR, including 3D representations, multiple frames of references and multisensory cues. On the third affordance, Salzman and colleagues posit that users can interpret visual, auditory and haptic cues via high-end IVR interfaces, to gather information while using their proprioceptive system to navigate and control objects in the synthetic environment, citing Nugent (1982) and Psotka (1995)’s work for its potential to deepen learning and recall. However, limitations of the technology at the time and discomfort caused by head-mounted displays hindered many of the studies on usability and learning, which made systematic evaluations of learning difficult. Further study is needed to “tease out” the affordances of IVR and factors involving individual characteristics that impact conceptual understanding.

A common issue reported by researchers is that cognitive overload can hinder learning in IVR. Moreno and Mayer (2004) examined two levels of immersion, desktop computer (low immersion) or head-mounted display (high immersion) in a simulation game, Design-A-Plant, for engaging college students about the structure and function of plants. They found that immersion as a variable in this context did not appear to enhance conceptual learning and identified cognitive load to have played a limiting role. To address cognitive overload in IVR, researchers are turning to physiological measures as an alternative to existing methods (Skulmowski & Rey, 2017). A recent study examines the cognitive load directly through EEG measures (Makransky, Terkildsen, & Mayer, 2017). Fifty-two university students were offered either a desktop or IVR simulation with HMDs. Participants that engaged with the desktop version had significantly higher knowledge gain than those in the IVR group and accompanied by higher workload which supports prior concerns regarding cognitive overload in IVR. However, the use of IVR was also found to foster positive emotions and improved presence (Makransky & Lilleholt, 2018), which underscores the promises and challenges for learning offered by IVR.

Embodied cognition & sensorimotor engagement in learning

There are various forms of IVR in education ranging from 360-videos to full-body experiences, as well as different interaction paradigms (eg, view only, single button interaction on smartphone-powered headsets, to full-body tracking with bi-modal controllers). Full-body interfaces necessarily mean that users interact with technology in a more embodied, natural way—for example, in contrast to personal desktop computers or even handheld devices (Eisenberg & Pares, 2014). There is a growing body of research that supports the idea that learning an abstract subject matter is informed by bodily activity, which is associated with the study of embodied cognition (Abrahamson & Lindgren, 2014; Johnson-Glenberg, Birchfield, Megowan-Romanowicz, & Snow, 2015). Embodiment is understood as “the enactment of knowledge and concepts through the activity of our bodies” (Lindgren & Johnson-Glenberg, 2013, p. 445). Embodiment offers a lens from which activity in the full-body IVR world may be understood since the kinds of interactions are similar to the way we interact with the everyday world (Rogers, Scaife, Gabrielli, Smith, & Harris, 2002).

To advance the study of embodiment for learning, Johnson-Glenberg and colleagues (2014) developed a taxonomy, the Embodied Education Taxonomy, that posits four dimensions matched to three constructs: level of sensorimotor engagement, congruency of gestures (to learning concepts) and immersion experienced by the learner. For example, a full-body interactive simulation of planetary astronomy (Lindgren, Tscholl, Wang, & Johnson, 2016) would attain a 4th degree in the taxonomy, which represents a high level of embodiment with high sensorimotor engagement, high congruency of gestures and high immersion. A seated desktop experience of the same simulation would attain a 2nd degree in the taxonomy, as users are stationary and use a small screen. A 3rd degree would entail an experience with a large or immersive display that could engage the whole-body but is generally in one place.

Our study examines two embodied conditions in IVR to complement lecture-based instruction. Focusing on the sensorimotor engagement dimension of the Embodied Education Taxonomy which relates to the magnitude of the motor signal (Johnson-Glenberg, 2018), we put participants in seated or standing and freely moving conditions within a trackable space. The seated experience maps to a 3rd degree, whereas the standing experience maps to a 4th degree in the taxonomy, which presumes full-body movements activate more sensory-motor neurons (ibid.).

A few studies have explored seated and standing body positions on cognition. These studies offer results on sedentary (ie, sitting) versus standing or moving for task execution. In a study testing the effect of treadmill walking speed on typing performance when these tasks were performed simultaneously, research found that among 24 research participants those seated performed better than those in motion (Funk et al., 2012). In another study, users of sit-stand desks were compared to those using sitting workstations in an office environment. Those in the sit-stand configuration showed higher productivity, however, the authors note that the study timeframe was too short to hypothesize longer term effects (Nerhood & Thompson, 2016). The results in these studies are inconclusive but do point to a connection between gross body movements and cognition. We examine the effect of sensorimotor engagement on learning in real-time, using physiological sensors and eye-tracking to acquire a continuous understanding of physiological states during the IVR experience. This complements a conventional dataset, which includes test scores, interaction logs and semi-structured interviews.

Research questions

In this paper, we explore how MolGenVR supported students’ conceptual understanding of gene regulation and the effects of sensorimotor engagement on their learning outcomes and their learning experiences. We examine three groups of students taking the same course: students who did not engage in an IVR experience (control), students who experienced IVR in a seated position and students who experienced IVR in a standing, freely moving position. Specifically, we address the following research questions:
  1. What is the effect of an IVR simulation experience on student understanding of complex concepts in a university undergraduate science course? (RQ1)
  2. How do learner characteristics and sensorimotor engagement influence their understanding of complex concepts and IVR experiences from a cognitive and physiological perspective? (RQ2)

Method

This project follows a design-based research methodology in which a solution is developed in response to a challenge and tested in an authentic learning context (Design-Based Research Collective, 2003). In Introduction to Microbiology, a second-year course taught at Carleton University (a comprehensive university in Ottawa, Canada), a previous cohort of undergraduate students had difficulties understanding a foundational concept despite employing active learning strategies (eg, peer instruction, “clicker” questions). The concept is known as the lac operon (ie, cluster of genes that regulate the metabolism of lactose in E. coli). The gene regulation system is applied to many higher-level concepts in upper year microbiology and cell biology courses (Cooper, 2015; Stefanski, Gardner, & Seipelt-Thiemann, 2016). Using a co-design process (Penuel, Roschelle, & Shechtman, 2007), researchers collaborated with the course instructor to develop an IVR simulation, which was tested with a subset of her students.

Participants and study design

In the Winter of 2019, when the study was conducted, 245 students were registered in the course, with 234 completed the course. The study followed a between-subjects design: control group, seated IVR, standing IVR. Volunteers were recruited by a research team member, who made announcements during the lecture. Thirty-four students were randomly assigned to one of the IVR conditions. Their mean age was 21.2 years and 15 did not have prior IVR experience. We present demographic information from each group in Table 1. Compensation in the form of a gift card was provided as a token of appreciation.

Table 1. Participant group demographic information
Total Control Seated IVR Standing IVR
Number of participants 234 200 17 17
Gender
Female 150 122 15 13
Male 84 78 2 4
Mean year of study (SD) 2.41 (0.74) 2.44 (0.75) 2.44 (0.81) 2.06 (0.43)
Degree students pursuing (%)
Bachelor of Science 76.50% 78.50% 70.59% 58.82%
Bachelor of Arts 21.79% 20.00% 23.53% 41.18%
Other 1.71% 1.50% 5.88% 0%

Materials

IVR simulation design

MolgenVR is a virtual reality simulation environment developed for this study in Unity 3D to support students' understanding of the lac operon gene regulation system. The components of the lac operon inside a virtual E. coli bacterium served as their main view (Figure 1). Once participants have been shown how to navigate within the IVR environment (eg, teleportation), they completed several tasks, they:
  • completed the lac operon by “dragging-and-dropping” genes in the correct sequence (Figure 1A)
  • made a copy of the lac operon genes (ie, mRNA; Figure 1B)
  • translated genetic material into proteins (Figure 1C)
  • identified regulatory molecules (eg, lac repressor) and their function (Figure 1D)
Details are in the caption following the image
Screen captures from MolgenVR. (A) Moving lacI gene to DNA placeholder. (B) RNA polymerase duplicating DNA (ie, transcribing the genes to mRNA). (C) A lac repressor (protein) was translated from the lacI gene. (D) The lac repressor is bound to the DNA which prevents transcription

Participants were asked to make predictions about individual processes related to the lac operon and the overall effect of the environmental conditions on the efficacy of the operon.

Measures of conceptual understanding

To assess the impact of the IVR simulation for all course students (RQ1), we used the Lac Operon Concept Inventory (LOCI; Stefanski et al., 2016). It included a combination of questions on the structure and function of the lac operon elements, prediction questions about its gene regulation system, as well as knowledge transfer questions, which addressed misconceptions arising from misinterpretation of emergent and interacting properties of the complex system (Stefanski et al., 2016). We adapted a 9-item multiple-choice test from the LOCI to assess the impact of the IVR simulation (RQ2) on students’ conceptual understanding.

Learning experience measures

We were interested in whether learners’ incoming ability and experience with IVR influenced their learning experience (RQ2). Prior domain understanding was assessed from their pretest. Two opened-ended questions were asked of IVR participants about their prior experience with immersive environments and gaming respectively. A 20-item paper folding test was given to determine participants’ spatial ability (Ekstrom, French, Harman, & Dermen, 1976). A simulator sickness questionnaire (SSQ; Kennedy, Lane, Berbaum, & Lilienthal, 1993) was used to assess the negative physiological effects of IVR (ie, symptoms indicative of conflict between the vestibular system and visual system) after the experience.

In order to understand learners’ physiological states during the IVR experience (RQ2), we recorded their galvanic skin response (GSR). GSR is triggered by the activation of sweat glands to an external stimulus, which is indicative of psychological or emotional stress, or surprise (Benedek & Kaernbach, 2010).

All physiological signals were processed with CAPTIV-L7000 (TEA Group)’s data processing library, which reports summary data for each session. To process the signal, we first used the library’s Infinite Impulse Response (IIR) processing with a High Pass filter, at an order of 2 and cutoff frequency at 0.05 Hz.

Apparatus

A retrofitted HTC Vive head-mounted display with integrated eye tracking (Tobii Pro VR, Tobii Group) was used. It was connected to a PC gaming laptop next to the HTC Vive setup in a seminar room located at Carleton University (Figure 2). A 5-point calibration is used, with eye movements recorded at 120 Hz. Physiological data were collected by CAPTIV-L7000 on a second PC laptop which synchronously records multiple sensors via a wireless receiver (T-Rec). We used the following T-Sens sensors:
  • GSR: Two electrodes were positioned at the tip of the index and third fingers of the participant’s non-dominant hand. GSR data were recorded in μS (Siemens) at a frequency of 32 Hz.
  • Temperature: Measurement of skin temperature. A wire probe was adhered to the palm of the participant’s non-dominant hand (below the thumb) and recorded at a frequency of 32 Hz.
Details are in the caption following the image
IVR session room setup and physiological sensors

Procedures

Course evaluation procedure

125 students from the course completed the LOCI (Stefanski et al., 2016), which provided a baseline understanding of the students’ incoming knowledge about the lac operon (Figure 3). Over two class periods, the course instructor gave two 80-minute lectures on the lac operon. In the two weeks that followed, the volunteers were invited to an IVR session (detailed below). Afterward, all students in the course were given a homework assignment to engage with a 2D simulation about the lac operon. On the last day of class, the LOCI was given again, of which 149 students completed. During the last two weeks of term, 12 students (two control, four seated IVR, six standing IVR) were invited for a semi-structured interview about their learning experience.

Details are in the caption following the image
Sequence of study procedures

IVR session procedure

Prior to the experience, participants completed the pretest, questions about their prior experience with immersive environments and gaming, and the spatial ability test (Ekstrom et al., 1976). Once completed, participants were fitted with physiological sensing equipment and calibrated. All recording inputs were verified as enabled and working during a two-minute baselining period. Participants in the seated condition sat in a swivel chair, while students in the standing condition were able to freely move within a 2.5 m2 tracking space. All participants held a controller in their dominant hand only.

On average, the IVR experience was 30 minutes long. Audio, video and screen recordings were captured. Field notes were also taken by the same researcher for all of the sessions. Afterward, participants completed a set of postactivity questions. The full session lasted approximately one hour.

IVR session analyses

To answer our second research question (RQ2), we examined the video data alongside physiological measures and screen recordings of the IVR experience. Screen recordings and video data were imported into CAPTIV-L7000. Since participants’ faces were occluded by HMDs, the use of eye-tracking allowed precise gaze fixations to be seen in the screen recordings as flickering red circles. The gaze targets offered important contextualizing information about their attention and cognitive states. For each session, we created participant profiles, taking into consideration learner characteristics (eg, gender, spatial ability, domain experience), learning outcomes (eg, posttest scores, course outcomes) and semi-structured interview responses.

Each session was thematically analyzed in CAPTIV-L7000, two researchers independently performed “process coding” (Saldaña, 2015) for sections of the sessions that present with co-occurrence of increasing GSR and decreasing body temperature, used as indices of stress (Sattar & Valdiya, 1999; Smets et al., 2018; Villarejo, Zapirain, & Zorrilla, 2012). A set of codes was generated from events that co-occur with psychophysiological responses. Any disagreements about code assignments were resolved through discussion. In a collaborative axial coding session (Gibbs, 2012), researchers compared and contrasted codes to identify the emerging themes of possible cues that produced psychophysiological responses. The codes were categorized into three major themes relating to the IVR environment, the students’ physical effort and their mental effort.

Statistical analyses

All parametric tests on learning data were performed with bootstrapping in SPSS. This technique allowed us to produce robust estimates when assumptions of parametric tests are violated given a small sample size in the experimental condition (Davison & Hinkley, 2009). We suspected that some of the assumptions might be violated and therefore have chosen to run the analysis with bootstrapping.

Results

Learning outcomes

Course-level performance across control and IVR groups

To study the learning outcomes between the control group (students who experienced the course as originally designed) and students who participated in the IVR session (RQ1), we performed tests on participants’ LOCI scores, which were administered before content material was presented to students (pre-LOCI) and once more at the end of the course (post-LOCI). We conducted a one-way analysis of covariance (ANCOVA), with the post-LOCI score as the dependent variable controlling for the pre-LOCI score. There was a significant difference between the two groups, F(1, 103) = 6.05, p < 0.01, with students in the IVR group (M = 85.60, SD = 16.09) showing higher adjusted mean scores (accounting for the co-variate) than those in the control group (M = 71.23, SD = 24.36; Table 1).

After breaking down the IVR group into their seated and standing conditions to determine the effect of sensorimotor engagement on learning outcomes as compared to the control group, an ANCOVA was conducted. Again, the dependent variable was the post-LOCI score, adjusted with the pre-LOCI score as the covariate. The control group had the lowest adjusted mean (M = 71.23, SD = 24.36), the standing IVR group had a higher adjusted mean (M = 83.85, SD = 18.05) and the seated IVR group had the highest score (M = 87.50, SD = 14.22; Table 2). Follow-up tests were conducted to evaluate pairwise differences among these adjusted means. Based on the LSD procedure, the adjusted means for the seated IVR group differed significantly from the control group, p < 0.01, but the adjusted means for the standing group and control group did not differ significantly, p = 0.12.

Table 2. Means and standard deviations of post LOCI scores across groups (control, seated IVR and standing IVR groups)
Total Control IVR Seated IVR Standing IVR
M (SD) M (SD) M (SD) M (SD) M (SD)
Post-LOCI 74.62 (23.43) 71.23 (24.36) 85.60 (16.09)* 87.50 (14.22)* 83.85 (18.05)
  • * Significantly higher scores compared to the control group at the p < 0.01.

Effect of sensorimotor engagement on learning outcomes

The pre and posttests administered immediately before and after the IVR experience allowed us to understand the effect of sensorimotor engagement on learning outcomes (RQ2). This analysis addressed differences in students’ understanding of genetic regulation in standing versus seated conditions. An ANCOVA examined posttest results between the seated and standing conditions, controlling for the pretest score. A preliminary analysis evaluating the homogeneity-of-slopes assumption indicated that the relationship between the covariate (pretest score) and the dependent variable (posttest score) differed significantly as a function of the independent variable (condition), F(1, 30) = 5.77, MSE = 1.79, p = 0.02, partial η2 = 0.16.

To further understand how learners’ domain experience influenced learning outcomes, we examined the effect of sitting and standing in IVR on students’ posttest performance, grouping students with different levels of prior knowledge separately. Based on the 9-item pretest scores students were classified as low-to-intermediate prior knowledge (0-6 correct, n = 15) or high prior knowledge (7–9 correct, n = 17).

An independent-samples t-test was conducted to evaluate the posttest scores for students with low-intermediate prior knowledge when seated compared to a standing IVR experience (Table 3). The test was significant, t(13) = 2.39, p < 0.05. Seated students on average scored higher than students who were standing. The 95% confidence interval for the difference in the means was quite wide, ranging from 5.55 to 44.45. The eta square index indicated that 31% of the variance of the test scores was accounted for by body position during the IVR experience. For high prior knowledge students, there was no significant difference between posttest scores for the seated group compared to those who were in the standing group, t(13) = −0.61, p = 0.55, indicating that for students with strong domain prior knowledge being seated or standing did not influence learning outcomes. Figure 4 is a plot of pretest and posttest scores grouped by low-intermediate prior knowledge and high prior knowledge. Slopes from seated conditions were associated with the higher posttest outcomes despite lower pretest scores.

Table 3. Means and standard deviation for IVR conditions and prior domain knowledge groups
Measure Total Low-intermediate prior knowledge High prior knowledge
Seated IVR Standing IVR Seated IVR Standing IVR Seated IVR Standing IVR
M (SD) M (SD) M (SD) M (SD) M (SD) M (SD)
Posttest score 84.31 (18.45) 81.70 (21.50) 81.11 (20.32) 55.56 (20.32) 88.89 (15.71) 92.59 (10.94)
  • * Significantly higher scores compared to the standing IVR group at the p < 0.05.
Details are in the caption following the image
Posttest and pretest scores grouped by prior knowledge and seated/standing conditions

Learning experience

To understand the effects of learner characteristics and sensorimotor engagement on students’ learning experience (RQ2), we analyzed the IVR sessions to explore possible cues that elicited psychophysiological responses (Table 4). Below we describe two representative cases from seated and standing IVR groups that best illustrate our findings. By comparing the cases, we hoped to detect and characterize any differences between the seated and standing IVR experience in terms of the environment, physical effort and mental effort.

Table 4. Themes and example codes relating to psychophysiological responses from IVR sessions
Themes Example codes
Environment (physical and digital)
  • Being introduced to the IVR environment (1, 2)*
  • Getting tangled in IVR cords (1)
  • Bumping into IVR boundaries
  • Getting “crowded” by IVR elements (1)
Physical effort
  • Having difficulty throwing objects that reach the intended target (1)
Cognitive activity associated with learning or instructional tasks
  • Reading long or obstructed labels (1)
  • Looking for elements when building DNA (2)
  • Observing processes that did not match their predicted outcome (1, 2)
  • Sensemaking during the review of dynamic processes (1, 2)
  • * Case number of representative cases that exemplify code in parentheses (1 = seated case, 2 = standing case).

Case 1: Seated IVR experience

Kara (a pseudonym) is a 2nd year Biology major student who came into the experience with low-intermediate prior knowledge of the lac operon, according to the pretest (44%). She had high spatial ability (scoring 17 out of 20, with her peers scoring an average of 11 (M = 11.35, SD = 4.19) in comparison. She had no prior experience with IVR technologies prior to the session. Kara was seated during her IVR session and experienced increasing GSR with concurrently decreasing body temperature when the environment was first loaded onto her HMD, indicating “stress” or higher mental workload (Figure 5). The next set occurred when she was introduced to the various elements in the simulation, followed by Kara’s unsuccessful attempts at “throwing” the genetic material towards a target placeholder along the DNA strand (ie, by swinging her arm in a back to front motion, while releasing the trigger button at 5:28). If the element did not snap into place, it indicated that it was not meant to be located there or that she did not throw hard enough. Mid-session (at 17:42), GSR and temperature responses occurred when Kara was reading protein names (as they were being translated from the genetic material) and at times when objects were obstructing her view. She moved them away after a brief moment of “shrinking back” into her chair (21:08). Towards the last third of the session, areas of “stress” were consistent with Kara looking around the environment, trying to make sense of what she is seeing, explaining each step of the process and voicing the function of each component (eg, “and those [CAP protein] won’t attach there without cAMP”). Kara scored 100% on the posttest and reported no symptoms of simulation sickness. She rated her enjoyment of her experience 6 out of 7. During the interview, Kara noted that it was helpful to see the system in 3D and that she could move to different (teleportation) spots to view it from different angles. She also indicated that she preferred sitting down:

I wouldn’t want to do that standing up but also that it was like spinning chairs [referring to the swivel chair] that I could like turn around and look at everything around me…. Because I feel like I would have fallen over not being able to see [what] that’s like or run into something when I’m trying to walk around, but I don’t know I just think it forced me to not have to worry about my actual surroundings and I could worry about the VR [simulation] instead.

Details are in the caption following the image
Kara’s physiological signals over the duration of the session, illustrating responses as associated with IVR tasks (Case 1)

Case 2: Standing IVR experience

Emily (a pseudonym) is a 2nd year Biology major student who has a high degree of prior domain knowledge (89%) according to her pretest. She has a high spatial ability (16 out of 20) and no prior experience with IVR. Emily experienced MolGenVR from a standing position. Similar to Kara, increasing GSR and decreasing temperature (ie, “stress”) was observed during the introduction of the environment (Figure 6), as well as when a gene element did not fit along the DNA strand (eg, having made an incorrect choice in putting together the structure of the lac operon at 03:36). Unlike Kara, Emily did not encounter issues with thrown genetic elements not reaching the intended target. However, she was unsure of how to interact with the genetic elements, which produced a mild physiological response. This also occurred when she was searching for a specific element but had trouble locating it. Emily did not appear to be bothered by objects obstructing her view. In the last third of her session, physiological responses occurred as Emily talked through how each genetic component functioned as she duplicated each gene and saw the resulting outcome (similar to Kara’s experience). After the session, she scored 100% in the posttest and rated the enjoyment as the highest possible score. She reported slight eye strain, slight sweating and slightly blurred vision. During the interview, Emily noted that she memorized information about the lac operon before her IVR experience and that she did not “get” the complex system until being in IVR. She cited the visual modality as a contributing factor, as well as being able to interact with the system. When asked about her experience standing in IVR she said:

I liked it I think because if I were to sit down I wouldn't be as into it as much because I felt liked it was nice to be able to turn around really easily and find the missing pieces and I felt like I would walk towards it to put it in [to the DNA]…So, I feel like it just immerses you a little bit more.

Details are in the caption following the image
Emily’s physiological signals over the duration of the session, illustrating responses as associated with IVR tasks (Case 2)

As evidenced in this quotation and in others from participants, IVR was also motivating for students to use as a supplement to the other modes of instruction. Motivation can be an important component to learning and while we do not focus heavily on this in the study, the interview responses offered some indication of interest in IVR to learn the course material.

Discussion

This study supports the use of IVR for understanding complex conceptual scientific knowledge (Makransky et al., 2017; Salzman et al., 1999). We further present evidence for sensorimotor engagement as an interacting factor with learners’ prior domain understanding. Each research question is discussed in detail below.

RQ1. Effect of IVR on student understanding of complex concepts in a university undergraduate science course

First, students who participated in IVR sessions demonstrated significantly better learning outcomes statistically compared to students in the course as originally designed (control). Although the findings seemingly stand in contrast to prior studies that revealed neutral or negative results when compared with a desktop-based, alternative form of instruction (Makransky et al., 2017; Moreno & Mayer, 2004), it can point to a number of mitigating factors, including the learning content and pedagogical underpinnings that inform the IVR designs (Fowler, 2014). While previous studies indicate that users engaged with low to moderate level cognitive skills and content complexity, the current study is concerned with acquiring complex, dynamic understanding of interacting elements that go beyond simple declarative knowledge. To-date few examples of educational research examining the use of IVR to teach higher level cognitive skills exist (Jensen & Konradsen, 2018; Radianti et al., 2020). By conducting the study within an authentic learning context (ie, as part of a University course), we acknowledge that such learning is a complex process of reflective exploration. Other factors, such as positive emotions and cognitive value from their IVR experience, may have led to the improved outcomes associated with long-term motivational effects (Makransky & Lilleholt, 2018; van Merriënboer & Sweller, 2005, Moher et al., 1999; Pekrun, 2016; Ryan & Deci, 2000), however, further study is needed.

We note that all students in the course participated in the 2D simulations and that IVR participants had the additional experience. While the positive effects could be considered to be derived from practice effects that arise from repeating a task (Walker & Lindsay, 2003), IVR users also had additional attentional processing load as compared to the control group (McEwen & Dubé, 2017). We argue that any positive practice effect is likely to be moderated by the attentional processing load from IVR, thus the overall positive learning outcomes should be attributed to IVR providing a net positive experience.

It is also possible that high-performing students would show test performance gains regardless of IVR intervention. However, we note that the high-performing students attributed improved understanding to the IVR simulation, which facilitated their ability to interact virtually with the different processes and they described making connections to the concepts that they previously had not.

RQ2. Effect of learner characteristics and sensorimotor engagement on student understanding and their IVR experience

By examining students’ conceptual understanding between the control group, seated IVR and standing IVR groups, we demonstrated significantly improved outcomes for the seated IVR group compared with students who did not experience the IVR simulation (control). Moreover, for the subset of students who experienced MolGenVR, their posttest results interacted with their pretest scores, which suggest that their domain experience, as a learner characteristic, factors into students developing understanding in IVR. Diving deeper into this interaction, we found that students with low-to-intermediate prior domain knowledge performed significantly better in a seated position, while students with a high degree of prior knowledge about gene regulation did not differ in learning outcomes, whether they were seated or standing. The latter were able to practice their existing knowledge in IVR and found it helpful for making connections between discrete processes. It is possible this result may be attributed to the ceiling effect. An assessment with additional or more difficult items may discriminate differences in the seated and standing conditions for students with high incoming prior knowledge, but further study is needed.

We believe our results point to the cognitive costs related to physical, sensorimotor experiences, which may explain why students with lower prior knowledge in the seated group performed better than those in the standing group. Students have indicated a degree of comfort that allowed them to focus on the simulation content. This builds on earlier findings that suggest IVR experiences to be taxing on cognitive resources and that extraneous cognitive load in processing the visual and spatial information distracts or takes away important resources in the learning process (Makransky et al., 2018; Moreno & Mayer, 2004). This explanation works considering the results for students with low-to-intermediate prior knowledge, but not for those assessed with higher prior knowledge. It is also worth noting that, as illustrated in the IVR cases, student preference and autonomy may be influencing factors.

With our multimodal analytical approach using physiological monitoring, eye tracking and video data, we examined the IVR experience in-depth and identified elements common to both seated and standing IVR experiences. For students who were seated, interactions involving the upper body such as throwing, was limiting, as well as virtual objects “crowding” the user being a possible issue. Comfort and perceived focus are cited to be positive attributes to this mode and this specifically fills the aforementioned gap in the literature about limitations in previous studies that were not able to mitigate participant discomfort. Both the improvements in IVR technology and alterations in our study design (offering seated positions) reduced the level of discomfort experienced by participants in previous studies. Standing students were observed to move with ease, while navigating the virtual space and managing virtual objects around them. In both seated and standing cases, we believe the physiological responses associated with careful examination of the components and explanations of their function, contributed to Kara and Emily’s success in their posttests.

We provide preliminary evidence on the applicability of physiological monitoring to better contextualize learning outcomes and experience data. This fills a second gap in the previous literature which is critiqued for not being able to tease out IVR affordances from factors involved in student characteristics and conceptual understanding. In our study, we demonstrate that data from physiological monitoring can provide evidence that better connects visual and proprioceptive stimuli to IVR so that we can consider individual user characteristics as separate factors in learning. More research is needed to better understand how psychophysiological responses can support the designs of IVR applications during complex learning tasks. Last, we find that leveraging opportunities for whole-body IVR interactions have implications for embodied learning, especially for learners that demonstrate less domain understanding. As we continue to discover more refined conditions of when sensorimotor cues should be engaged, they will be important lessons for future designs of IVR in learning settings.

Limitations

This study collected a large set of multimodal data from each participant for detailed analyses of conceptual learning in IVR, however, although consistent with sample sizes in related studies, it is from a relatively small sample. As such, we used the bootstrapping (resampling) technique to address assumptions that might be violated. However, additional investigation with larger sample sizes and more even distributions of participants with respect to gender and domain experience (eg, low, intermediate and high prior knowledge in each condition) is warranted to more reliably reflect the composite of the population.

Our approach for the use of physiological monitoring to understand learning experiences in IVR limits our method to implementations outside the traditional, lecture-format of classrooms. It is our intention for this method to be used in assessing earlier iterations of IVR applications, to better understand design features and implementation approaches for conceptual learning addressed in specific domains and for the intended populations of learners—and also for the refinement of the design for broader dissemination at a later stage. Similarly, we focused on complex concepts in microbiology and further study could test the generalizability of these findings in courses involving complex concepts with different subject matter.

This study represents an early example of using physiological signals to better understand the learning experience in IVR. As our understanding of psychophysiological signal processing becomes more sophisticated, future work can investigate other sensors to provide more sensitive information about the learner, as well as explore causal relationships with larger datasets. Still, the findings in this study demonstrate promising first indications that using physiological signals in IVR learning experiences are important data sources. We anticipate more work along this line of inquiry is needed, which would lead to a better understanding of learners’ psycho-cognitive states, thereby expanding our understanding about the role that the human body plays in learning within immersive environments.

Conclusion

In this work, we set out with the goal to investigate sensory factors that impact learner cognition. By focusing on physiological sensor data from GSR, temperature and eye tracking that augmented conventional data, we found nuances to the attainment of successful learning outcomes. We identified that body position and prior knowledge are related mitigating factors for the learning outcomes in an IVR experience and have suggested a more explicit relationship between cognitive resources, prior knowledge and learning outcomes in immersive VR.

Statements on open data, ethics and conflicts of interest

The research presented in this paper is funded by the Social Science and Humanities Research Council of Canada (SSHRC), under grant #950-231395. This project includes datasets that contain video and psychophysiological information about individuals and cannot be openly shared.

All procedures performed in this study involving human participants were conducted in accordance with the ethical standards of the University of Toronto and Carleton University.

The authors confirm that there are no known conflicts of interest associated with this publication.

Funding

This project was funded by the Social Science and Humanities Research Council of Canada (SSHRC), under grant #950-231395.

Note

  • 1 All participant names are pseudonyms.
  • Biographies

    • Michelle Lui is a postdoctoral fellow in the Institute of Communication, Culture, Information and Technology (ICCIT) at the University of Toronto Mississauga (UTM). Her research interests span the fields of learning sciences, human-computer interaction, technology-enabled learning, science inquiry and computer-supported collaborative learning, with an emphasis on immersive environments.

    • Rhonda McEwen is an associate professor and director of ICCIT at UTM. She is a Canada Research Chair in Tactile Interfaces, Communication and Cognition. Her research combines communication studies, applied and behavioral sciences to examine the social and cognitive effects of technologies, with a current focus on tactile interfaces.

    • Martha Mullally is an instructor in the Biology Department & Institute of Biochemistry at Carleton University. She is also the Coordinator of the Biotechnology Program. She completed a postdoctoral fellowship at the University of British Columbia at the Carl Weiman Science Education Institute, conducting research in undergraduate science education.