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VR in the Classroom:
Emily M. Atkins
VR in the Classroom: Does Purposeful Use Increase Student Learning and Retention?
Virtual reality (VR) is a technology tool that is quickly entering classrooms. Students of
all ages and abilities are getting the opportunity visit placed they never could have before, look at
images in a whole new way, and gain clear understanding of previously complicated materials.
VR is a computer based, 3 dimensional experience that allows its uses to interact in a seemingly
real way with images or a virtual environment. But, does the use of VR in an elementary
classroom increase student retention and learning or is it simply something “cool” for the
Many studies have been done on the usefulness of VR in the classroom and its ability to
the classroom actually contributes to increase student learning and the students making better
grades. After the initial shock and awe of VR, we need to know if it actually helps students
perform better on assessments. There is even less information on VR’s ability to increase
student retention of information. It would be helpful to know if using VR can create a strong
memory that helps students recall information later down the road. Can the use of VR create a
lasting impressions that help with content retention? It is also important to look at the age of
students studied, there is plentiful information on VR’s use with college aged students, this study
will be looking at elementary school students. Looking at the data on VR’s ability increase
learning and retention is critical because if VR does not contribute to higher student learning and
retention it may not be as useful and worthwhile in the classroom as we think. While we can all
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agree on its ability to create higher student engagement; the jury is still out on its ability to assist
The purpose of this study will be to look at the correlation between purposeful use of VR
in the elementary classroom and student learning and retention. While engagement is critical,
student learning should be at the forefront of an educators mind when choosing what kind of
technology should be included in their lessons. We will see if VR can not only increase student
engagement but also help to increase student learning and their retention of that knowledge over
time.
For the purpose of this study, the following question was addressed:
scores on the Cobb County Quarter 2 Science Assessment in 3rd grade students?
Is the purposeful use of virtual reality associated with increased retention scores
on the Cobb County Quarter 2 Science Assessment in 3rd grade students when
The use of VR in the elementary classroom will be associated with higher student
The use of VR in the elementary classroom will slightly increase student retention
after 1 month.
1. Virtual Reality (VR)- an immersive technology that allows its users to interact with
images. In this study we will be using Google Expeditions and Google Cardboard as
2. Retention- a student’s ability to remember information well after the material has
been presented.
This study will be using a mixed method of study. Quantitative data will be used
when looking at numerical assessment data. Qualitative data will be used when looking
at student behavior and perspective toward virtual reality and if they feel VR was key to
Theoretical Framework
The theory that will be guiding this study is the Multimedia Learning Theory. The
Multimedia Learning Theory is based on the understanding that cogitative learning happens
through two channels, auditory and visual. The theory states that, “people learn more deeply
from words and pictures than from words alone” (Mayer, 2009, p. 47). I feel that adding the
visual aspect of VR to an already auditory lesson should increase student learning and retention
because information will be stored and processed in two channels rather than just one.
Literature Review
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The literature reviewed for this study focuses one of the most used forms of virtual reality
and the reasons and benefits surrounding it, including the VR the study will use; virtual field
trips. Literature will also focus on the preliminary research done to connect VR and the
Virtual Reality
Perhaps the most notorious way of using VR in any level classroom is for that of the
virtual field trip. “It’s one thing for a U.S. student to read about distant and exotic lands…but
it’s quite another for them to experience landmarks first-hand with VR.” (Buzzell, 2018, p.33)
Buzzell feels these field trips offer “a deeper and enhanced learning experience that cements
basic knowledge and facilitates deeper cultural understanding and global awareness.”(2018).
While Buzzell writes about the benefits of the virtual field trip, he lacks data show just how
Clark, Hosticka, Schriver, & Beldell (2002) build on this assessment of virtual field trips
by discussing both the benefits and limitations of virtual field trips. Amongst the advantages,
they mention that virtual field trips offer students of all needs and ability levels the opportunity
to meet the objectives of the curriculum. They also offer students the option of “repeat visitation
to the site for continued study” (Clark et al, 2002, p.3) and “allowing students to take a closer
look at areas”(Clarke et al, 2002, p.3 ) are two further benefits to virtual field trips over actual
field trips. Students can also come back to their virtual field trip for assessment purposes which
would offer visual reminders of content studied (Clark et al. 2002). But if the repeat visits and
ability to take a closer look link to student achievement and learning is unclear. Clark et al
(2002) also mentions the limitations of this virtual field trips. They note that care must be taken
with curriculum. There must be a designer with strong content knowledge and “appropriate
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pedagogy for the field trip.” (Clark et al, 2002, p.4) and the trip must meet the objectives of the
curriculum. So, the VR access alone cannot make for a successful and useful virtual field trip.
There must be embedded curriculum that meets the needs of the students and enhances the VR
experience as well.
Woerner (1999) offers a similar stance on virtual field trips. He notes why teacher might
choose a virtual field trip; including promoting increased learning, providing input in a variety of
sensory modes, the need for concrete experience, and increased motivation of the students. He
also notes that if offers teacher a new environment in which to observe their students. This new
environment may cause a change in student attitudes toward the subject, in Woerner’s case,
science. Similar to Clark, Woerner (1999) also mentions features that make an effective virtual
field trip. These trips must have clear and specific objectives, must be integral part in classroom
learning, must have a pre-trip orientation, a navigator to guide student, and a follow up post-trip
(Woerner. 1999). Once again, we see the need for more than just the VR component but a rich
While VR’s virtual field trips will be the basis of our study, VR is used in many ways for
the purpose of education. In the subject of science, VR is often used take a closer look at
difficult science topics. For example, VR offers medical students the opportunity to see the
workings of a heart without having to dissect a real heart. (Westwood. 2016). In primary grades,
VR animation is used to help make information, like the alphabet, stick by tapping “into different
Parong & Mayer (2018) come closest to linking student learning and the use of VR.
Their study with college science students consists of two experiments. One experiment which
has one group of students watch a VR simulation and the other use a PowerPoint to relay the
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same information. Their study showed that “a PowerPoint slide may be more effective for
environment.” and “that a conversion of multimedia lessons into virtual reality may not yet be
warrented” (Parong & Mayer. 2018. p.1). However, they conclude that although data doesn’t
the interest and motivation increase in the classroom (Parong & Mayer. 2018).
While there are clear benefits to the use of VR in the classroom such as engagement and
widening of the students’ worlds. In fact, a study by Kavanagh, Luxton-Reilly, Wuensche, &
Plimmer (2017, p. 85) states that majority of VR is used to “increase the intrinsic motivation of
students.” It is unclear if all these things, while useful in their own right, lead to student learning
and retention.
Parong and Mayer use the Multimedia Learning Theory for the basis of their study and
outcome. While they feel that VR cannot replace auditory learning media, it’s supplementation
within existing auditory learning could increase student learning. They site the Dual Coding
Theory of Multimedia Learning which states that information is more likely to be remembered
when it is presented both in words and pictures (Parong & Mayer. 2018). VR can meet the needs
of the pictures portion of Duel Coding. Using VR alone only meets the needs of the visual part
of the Duel Coding Theory. There needs to be an additional auditory component to meet the
needs of the Duel Coding Theory. Therefore, the VR experience alone will not increase student
learning, but when paired with the already prepared PowerPoint student learning can be
increased. Parong and Mayer (2018) study focuses on college students, this student will focus on
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elementary student to see if they principles are the same with different aged students, especially
Methods
This study will be conducted as a mixed methods study. The study will be looking at the
quantitative data of the achievement tests given to students three different occasions throughout
the survey. Qualitative data will be collected through study surveys asking students their
This is a causal-comparative study, two groups of students will be used and we will be
altering one variable. One group will be given lessons through teacher lecture assisted by a
PowerPoint presentation. A second group will be given the same lecture and PowerPoint
presentation, but in addition to the lecture and PowerPoint students will get to experience a
variety of VR experiences on the topic. It will be impossible to know for sure if the use of VR
effects the student learning or retention but we will be able to see if there is some association
Sample
The intended sample would be two similar classrooms of 3rd grade students. These
students will be between the ages of 7-8 years old. The ideal sample for this study would be two
classrooms of students with at least 20 students in each class with a similar mix of races and
ethnicities. The ideal sample would also have equal number of girls and boys. The preferred
sample group would contain all students that are considered part of the general education
population. The sample group will come from King Springs Elementary in Smyrna, Georgia.
This will be a sampling of convenience since the classes are already made up by administration
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and would be difficult to rearrange. All 9 third grade classes at King Springs will be looked at
and the two most similar classrooms that meet the above criteria will be picked for the study.
Permission slips will be send home with the two groups of students who will participate in the
study. No students will be excluded unless they have missed instruction due to being absent.
Instrument
Two instruments will be used to collect data for the study. First, we will use an
achievement test, which will be developed by the researcher, given to students as a pre-test, post-
test, and again a month after the post-test. The pre-test will show what the student’s background
knowledge of the topic before instruction. The post-test will be given to show if there was any
increase in student achievement after instruction. The final administration of this assessment
will fall one month after the post-test to measure retention of the material.
The second instrument will be a student survey, also developed by the researcher. The
student survey will ask students their attitude toward the lessons and VR. It will ask students
about what was memorable to them during instruction and what the students felt helped them
Data Analysis
This study will look at two groups of students. The independent variable is the use of
VR. While both groups of students will be given a lecture supported by a PowerPoint
presentation, only one group will also be using VR along with the lecture and PowerPoint. The
null hypothesis is that there is no relationship between students learning and retention and VR.
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Quantitative data: Quantitative data will be collected through finding the mean of each
students’ achievement test; pre-test, post-test, and month later test. Then, these scores will be
looked at for growth or lack of growth in the individual means over the three assessments.
Descriptive analyses: A cross-tabulation chart will be used to collect and analyze the
data from the three sets of assessments, over both groups, for easy comparison.
Qualitative data: Qualitative data will be gather through the answers on the student
surveys. Data will be analyzed by looking for common themes among student answers.
Particularly looking for a connection between what the students remember from the lessons and
how VR assisted them in learning and retention. Validity can in insured by having an outside
The data collected from this study will have practical significance in the elementary
classroom. Today’s elementary classroom is focusing a lot of it’s time and money to the
integration of technology in the classroom. The results from this study would help educators
decide if the purchase of VR hardware and software is a necessary expense. The theoretical
significance of this study would deal with the implications of the Dual Coding and Multimedia
Learning Theory. The results of the study could change the validity of these theories and its
There are some limitations to this study. The study has a sample of convenience and is
only looking at two classrooms of students being taught by one teacher. A larger study using a
variety of educators and student population would further verify or negate the results of this
study.
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References
Buzzell, J. (2018). The Impact of Ar/Vr in the Classroom. Training, 55(5), 33.
Clark, K. F., Hosticka, A., Schriver, M., & Bedell, J. (2002). Computer Based Virtual Field
Trips.
Kavanagh, S., Luxton-Reilly, A., Wuensche, B., & Plimmer, B. (2017). A Systematic Review of
Virtual Reality in Education. Themes in Science and Technology Education, 10(2), 85–
119.
Parong, J. & Mayer, R. E. (2018, January 25). Learning Science in Immersive Virtual Reality.
Pierce, D. (2018). VIRTUAL REALITY CHECK! (cover story). T H E Journal, 45(2), 14–18.
Westwood, J. D. (2016). Medicine Meets Virtual Reality 22 : NextMed / MMVR22. Amsterdam,