Embodied mixed reality with passive haptics in STEM education: randomized control study with chemistry titration

IF 3.2 Q2 COMPUTER SCIENCE, SOFTWARE ENGINEERING Frontiers in virtual reality Pub Date : 2023-07-14 DOI:10.3389/frvir.2023.1047833
M. Johnson-Glenberg, C. S. Yu, F. Liu, Charles Amador, Yueming Bao, Shufan Yu, R. Likamwa
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Abstract

Researchers, educators, and multimedia designers need to better understand how mixing physical tangible objects with virtual experiences affects learning and science identity. In this novel study, a 3D-printed tangible that is an accurate facsimile of the sort of expensive glassware that chemists use in real laboratories is tethered to a laptop with a digitized lesson. Interactive educational content is increasingly being placed online, it is important to understand the educational boundary conditions associated with passive haptics and 3D-printed manipulables. Cost-effective printed objects would be particularly welcome in rural and low Socio-Economic (SES) classrooms. A Mixed Reality (MR) experience was created that used a physical 3D-printed haptic burette to control a computer-based chemistry titration experiment. This randomized control trial study with 136 college students had two conditions: 1) low-embodied control (using keyboard arrows), and 2) high-embodied experimental (physically turning a valve/stopcock on the 3D-printed burette). Although both groups displayed similar significant gains on the declarative knowledge test, deeper analyses revealed nuanced Aptitude by Treatment Interactions (ATIs). These interactions favored the high-embodied experimental group that used the MR device for both titration-specific posttest knowledge questions and for science efficacy and science identity. Those students with higher prior science knowledge displayed higher titration knowledge scores after using the experimental 3D-printed haptic device. A multi-modal linguistic and gesture analysis revealed that during recall the experimental participants used the stopcock-turning gesture significantly more often, and their recalls created a significantly different Epistemic Network Analysis (ENA). ENA is a type of 2D projection of the recall data, stronger connections were seen in the high embodied group mainly centering on the key hand-turning gesture. Instructors and designers should consider the multi-modal and multi-dimensional nature of the user interface, and how the addition of another sensory-based learning signal (haptics) might differentially affect lower prior knowledge students. One hypothesis is that haptically manipulating novel devices during learning may create more cognitive load. For low prior knowledge students, it may be advantageous for them to begin learning content on a more ubiquitous interface (e.g., keyboard) before moving them to more novel, multi-modal MR devices/interfaces.
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STEM教育中具身混合现实与被动触觉:化学滴定随机对照研究
研究人员、教育工作者和多媒体设计师需要更好地理解物理有形对象与虚拟体验的混合如何影响学习和科学身份。在这项新颖的研究中,一个3d打印的实体是化学家在真实实验室中使用的那种昂贵玻璃器皿的精确复制品,它被拴在一台带有数字化课程的笔记本电脑上。交互式教育内容越来越多地放在网上,了解与被动触觉和3d打印可操作装置相关的教育边界条件非常重要。具有成本效益的印刷品在农村和低社会经济(SES)教室尤其受欢迎。一种混合现实(MR)体验被创造出来,它使用一个物理的3d打印触觉滴管来控制一个基于计算机的化学滴定实验。这项有136名大学生参与的随机对照试验研究有两种情况:1)低具身控制(使用键盘箭头),2)高具身实验(物理地转动3d打印滴管上的阀门/旋塞)。尽管两组在陈述性知识测试中表现出相似的显著收益,但更深入的分析揭示了治疗相互作用(ATIs)的微妙倾向。这些相互作用有利于高度具体化的实验组,他们在滴定特异性测试后知识问题和科学功效和科学身份方面都使用了MR设备。先验科学知识较高的学生在使用实验3d打印触觉装置后,滴定知识得分较高。多模态语言和手势分析表明,在记忆过程中,实验参与者使用旋塞转动手势的频率显著增加,并且他们的记忆产生了显著不同的认知网络分析(ENA)。ENA是回忆数据的一种二维投影,高具身组的连接更强,主要集中在关键的转手手势上。教师和设计师应该考虑用户界面的多模态和多维特性,以及添加另一种基于感官的学习信号(触觉)可能对低先验知识的学生产生的不同影响。一种假设是,在学习过程中,触觉操作新设备可能会产生更多的认知负荷。对于低先验知识的学生来说,在将他们转移到更新颖的多模态磁共振设备/界面之前,在更普遍的界面(例如键盘)上开始学习内容可能是有利的。
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CiteScore
5.80
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0.00%
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0
审稿时长
13 weeks
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