Using a mobile Virtual Reality and computer game to improve visuospatial self-efficacy in middle school students

Computers and Education 192 (2022)
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Abstract

Visuospatial (VS) skills, or one’s ability to mentally manipulate spatial information about objects, are critical to STEM enrollment, retention, and achievement. Low level of VS skills may deter some people from joining the STEM workforce or complicate their learning experience. While there is plenty of evidence suggesting that VS skills can be improved through training, few accessible training programs exist as of now, particularly for younger students. The current study proposes a new direction of VS training focusing on the development of visuospatial self-efficacy (VSSE), or one’s confidence that they can complete specific VS tasks. The collaborative, desktop/mobile Virtual Reality game called [hidden for peer review] (available for download at [hidden for peer review]) was designed to improve VSSE in middle school students. A total of 169 students across 11 classrooms in 3 middle schools in a mid-western city in the United States participated in the intervention. The participants in the experimental condition (n=96, 6 classrooms) played the intervention game during 4 sessions over the course of 2 weeks, while the participants in the control condition (n=73, 5 classrooms) engaged in typical class activities. The results revealed that the intervention significantly increased students’ VS self-efficacy but not their VS performance or STEM performance. The implications and significance of the findings are discussed along with suggestions for further research.

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Shantanu Tilak
Chesapeake Bay Academy- Center for Educational Research and Technological Innovation

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