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Education Student Perceptions of VR
Education Student Perceptions of VR
Abstract
The purpose of this study was to ascertain student perceptions of the use and value
of three-dimensional virtual environments. A grounded theory approach was used to
gather and examine data. Just over half of student participants reported positive
experiences. However, most experienced technical difficulties. Despite the technical
challenges of operating within the virtual space, the majority reported positive
aspects of using the virtual space, including increased meaningful social interactions
and reduced social anxiety. Overall, students reported positive experiences and value
of virtual reality, but technical difficulties demonstrate the need for adequate tech-
nology and institutional technology support.
Keywords
virtual reality, online teaching, teacher education, student perceptions
1
SUNY Empire State College, Hartsdale, NY, USA
2
SUNY Empire State College, Latham, NY, USA
Corresponding Author:
Jelia R. Domingo, SUNY Empire State College, 210 North Central Ave, Hartsdale, NY 10530, USA.
Email: jelia.domingo@esc.edu
330 Journal of Educational Technology Systems 46(3)
be able to actively construct and use the information they are learning to connect
to it and retain knowledge. In exclusively online courses, this has traditionally
been done through discussion boards, which allow students to share ideas in an
asynchronous manner. Assignments that require collaboration have also been
used to support a sense of connectedness and belonging. However, three-
dimensional (3D) virtual environments have been explored during the last
decade as online faculty within many educational institutions have felt the
need to enhance the learning experience to make online courses more engaging
and provide more immersive learning experiences (Karaman & Ozen, 2016). The
purpose of this study was to ascertain student perceptions of the use and value of
the 3D virtual space.
log-in. This makes it possible for students who live hundreds of miles apart to
come together and share the same experience online. This is different from a
discussion board or video chat in that students are actually seeing and hearing in
a shared environment, erasing distance in the virtual space, rather than each
being solely exposed to their own immediate surroundings as they sit at their
computers. This simulated environment, along with identification of one’s
avatar within that environment, contributes to a sense of presence (Stefan,
Moldoveanu, & Moldoveanu, 2014). Thus, those who collaborate within that
space have a sense of ‘‘being with’’ each other, rather than simply communicat-
ing. The sense of presence, both in the experience of the physical space as well as
in interactions with others in the space, is the key to experiencing authentic and
satisfying learning activities in the 3D virtual environment (Bulu, 2012;
Karaman & Ozen, 2016).
assist students who are having technical difficulties (Kluge & Riley, 2008). This is
especially problematic if the 3D virtual technology is unsupported by the insti-
tution, which is sometimes the case because of what might be considered a high
institutional cost: $1,000/set up and $295/maintenance fee for Second Life
(Hartley et al., 2015; Hogan, 2015). Teachers and students can access Second
Life for free if they use publicly available spaces (Ludlow, 2015). However, there
are also liability issues that may occur due to students’ exposure to sexual
content, violence, harassment, and disruptive participants in public virtual
spaces (Kluge & Riley, 2008). Even with the requisite skills, the development
time for a 3D virtual course is prohibitive when compared with the typical online
course (Kluge & Riley, 2008).
Method
A grounded theory approach was used to discover student perceptions of the use
and value of the 3D virtual space. Grounded theory is research focused on
theory generation or discovery (Creswell, 2013). It is appropriate for studies
in which the participants have experienced a process and the goal is to generate
a theory that explains or provides a framework for future practice (Cresswell,
2013). Thus, the grounded theory approach was appropriate for this investiga-
tion examining participants’ responses to the incorporation of a virtual envir-
onment into their coursework. The goal of this study is to provide a framework
for future incorporation of virtual spaces into teacher education courses.
334 Journal of Educational Technology Systems 46(3)
Participants
Twenty-one students were introduced to the virtual learning environment before
the start of the course during the week-long preview time. Participants included
19 in-service and 2 preservice teachers in an online literacy course. Five of the
students were men and 16 were women. All students were over the age of 25 and
in the first semester of their final year in a Master of Arts in Teaching program.
Institutional review board approval for this study was sought and granted.
The research proposal was accepted with a waiver of consent because it would be
exempt under federal regulations.
Implementation
Detailed instructions were provided for how to download Firestorm and access
the relevant island within Kitely. These instructions, as well as more information
about virtual reality design, were also in the course for students to review. In the
same information module, students found their group assignments and the par-
ameters of the work to be completed in the virtual space and on the discussion
boards. Students were instructed to read all the materials and make the neces-
sary preparations so that they would be ready to use the virtual reality platform
when the course began. These instructions were given to them a week before the
course opened.
A training session was offered on the evening of the first day of the
semester. At that training, those who attended were shown how to operate
within the virtual space. This training period continued for approximately
two weeks, when the responses to the first discussion were due. That
2-week period consisted of meeting online with students who had difficulty
entering the space on the first day of class as well as organizing ad hoc
technical support from a more technologically advanced colleague who
owned and designed the specific island and had previously used the space
in her own teaching.
Students in the literacy class were randomly arranged into discussion groups
of four or five students each. Groups were required to meet 4 times in the virtual
meeting space prior to submitting a group response to each of the four specified
online discussion prompts. Each group had two roles assigned and those who
served in these roles rotated. One person was designated to report on the dis-
cussion board about what students had discussed in the virtual space. The
second role was a photographer who took three pictures of the group as it
met in the space. Those pictures were required to be posted on the discussion
board. The remaining members of the group had to respond to at least one other
group’s posting on the discussion board. After experiencing the process, students
were asked to dissect their experience in an essay format.
Domingo and Bradley 335
Materials
The open source viewer used for this study was Firestorm, which was created by
a nonprofit organization, the Phoenix Firestorm Project, Inc. It can be used to
access many virtual worlds including Second Life and Kitely (About The
Phoenix Firesorm Project, Inc., 2017). Second Life is open to the public.
However, Kitely is a virtual domain that provides somewhat more privacy,
partially, because people can build their own islands within the virtual space
for a fee (Kitely Services, 2017).
Data Collection
Data were collected from a two- to three-page reflection by the students on their
experience with working with virtual spaces. In this reflection, students were
asked to summarize their overall feeling about using the virtual space in the
course, identify positive and negative aspects of the experience, indicate whether
their experience with this type of technology or the technology itself might have
contributed positively or negatively to the quality of their experience, identify
other activities that might have worked well in this virtual space for the course,
and speculate about ways they might use a virtual meeting space to teach their
own content to high school students. The essays functioned as the debriefing
interview for participants, through which they provided an analysis of their
experiences (Cresswell, 2013).
Data Analysis
The essay responses were categorized according to the seven parts of the essay
prompt that students had been asked to address. Themes of students’ responses
within each category were then identified and tallied according to how many
students identified a particular idea or issue.
Results
This study of student perceptions of experiences in using the virtual space
yielded important findings. Thirty-eight percent of students had an overall nega-
tive perception of their experience. Ten percent of students reported having
mixed feelings about the experience. Fifty-two percent had an overall positive
perception of their experience, with about half of those students reporting an
evolution of their perception from negative to positive after spending more time
in the space (see Figure 1). None of the students who reported a negative overall
perception indicated that they had initially felt positive about using the space.
Thus, based on this small sample, it would appear that experience with virtual
336 Journal of Educational Technology Systems 46(3)
technology can help change negative impressions to positive, but not vice versa.
This finding concurs with Zeichner and Zilka’s (2016) findings, whose study
participants experienced lowered levels of thread and higher levels of challenge
by the end of their experience in a course using virtual environments. All stu-
dents had responses for negative aspects of the 3D virtual space (see Figure 2).
Of the negatives mentioned, 76% reported technical difficulties in using the
space. Students identified the causes of these difficulties as either having inad-
equate computer technology that did not have the memory necessary to support
Firestorm or having inadequate Internet/Wi-Fi access. One student reported
that she had to leave her home to find a location with free Wi-Fi to meet with
her group. Another reported having to get permission to use her work computer,
which created difficulty with scheduling times that would be convenient to meet
with group members after working hours.
The technical problems with the virtual environment included losing the
account and having to create a new one to sign in, being ‘‘kicked out’’ of the
space after not moving the avatar for a length of time, losing audio or speaking
ability, and not being able to move the avatar at all. One student indicated that
she had worked in the space before without incident in semesters prior but had
extreme technical issues this semester. Half of the students also reported that the
complex nature of the instructions and the amount of time it took to figure out
how to download Firestorm was a strong negative aspect of the experience.
Twenty-three percent of students critiqued the quality of the virtual space
itself. Much of this critique came from students who had experience with
Domingo and Bradley 337
Increased parcipaon
Opportunity to collaborate
0 1 2 3 4 5 6 7 8
It’s in the virtual reality where there is no need for someone to put a wall up;
everybody gets to see who everybody really is or would like to be like. It also makes
it much easier for people with social anxiety issues to meet new people without
having to worry about having a panic attack or anything of that nature.
338 Journal of Educational Technology Systems 46(3)
Distracng environment
Inadequate computer/wifi
Technology glitches
0 2 4 6 8 10 12 14 16 18
Another student ‘‘was able to get to know the three other women in our discus-
sion group in a way that I would not have been able to if we had been writing on
the discussion board.’’ Finally, one student wrote: ‘‘I could hear the voices of my
classmates and discuss the logistics of meeting around our varied schedules,
making them more human than the names that appear on the discussion
board.’’ Cerniglia (2011) noted that building meaningful student relationships
in online courses must be done deliberately and that more creative modalities
that include audio and video can help to that end. Students’ responses definitely
support Cerniglia’s findings, and virtual reality can certainly help students build
those relationships in online settings. Two students also remarked on the sense
of being present with classmates as surprising and positive: ‘‘Seeing my group-
mates’ avatars made me feel like I was actually there with them. It’s actually
kind of strange because I know it’s not real’’ and ‘‘It’s funny to me how our self-
conscious tendencies transfer into the virtual world . . . the opportunities are end-
less, but the urge to remain true to oneself somehow remains.’’
Finally, students appeared to generally acknowledge the educational value of
using 3D virtual environments in teaching. Fifty-seven percent were able to
identify additional activities that would have been useful in their own teaching.
Seventy-two percent of the students who addressed whether and how they would
use 3D virtual environments in their own teaching were able to provide creative,
content-based applications that they had not been directly exposed to within the
context of the literacy course. Twenty-eight percent said they would never con-
sider using the technology; however, an equal percentage who could not see
themselves using the technology cited institutional, student management,
Domingo and Bradley 339
Discussion
The purpose of this study was to ascertain student perceptions of the use and
value of the 3D virtual space. Just over half of student participants reported
having a positive experience with the virtual space. However, the majority of
students experienced technical difficulties. Despite the evident technical chal-
lenges evident in operating within the virtual space, the vast majority of students
reported positive aspects of using the virtual space, including increased mean-
ingful social interactions and reduced social anxiety. Likewise, the majority of
students reported that they would consider utilizing virtual reality in their
instructional practice with their K-12 students. Overall, students reported posi-
tive experiences and value in the virtual reality, but their technical difficulties
demonstrated a need for adequate technology and institutional technology sup-
port for effective integration of virtual environments in online teaching.
340 Journal of Educational Technology Systems 46(3)
. Courses that include the use of virtual environments should be identified and
include system requirements for connectivity and computer memory in their
course descriptions so students are aware and can prepare to have the neces-
sary technological capacity in advance of registration.
. To address various levels of proficiency, the instructor should proactively
survey the class to discover those students who have experience and are pro-
ficient in using virtual environments. Technologically adept students should
be paired with less experienced students to assist with acclimation.
. Instructors should organize at least two nonacademic activities such as scav-
enger hunts in the space within the first few weeks of the course to ensure that
students are ready for full participation by the time they are required to meet
for a mandatory, graded activity.
The use of the strategies listed earlier are some ways to address the types of
challenges found in this study. However, beyond these measures, it is important
to continue searching for more user friendly virtual platforms. The gaming
public has become accustomed to virtual technology that can be accessed
from mobile devices and contains high-quality graphics. Ultimately, academic
use of virtual technology will be most effective when it can be downloaded as
easily as an application and requires no knowledge of programming to use. This
would require a shift in priorities in the realm of education, such that academic
institutions cease to accept that technology used in computer gaming is of higher
quality than what is offered to students. When this happens, educators from
kindergarten through higher education will feel more confident and willing to
appropriate virtual technology for the benefits that it can offer students.
Funding
The authors received no financial support for the research, authorship, and/or publication
of this article.
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342 Journal of Educational Technology Systems 46(3)
Author Biographies
Jelia R. Domingo is an associate professor and the Master of Arts in Teaching
Program Coordinator in the School for Graduate Studies at SUNY Empire
State College. She received her PhD in Education from Fordham University.
Before teaching at Empire State College, she served as a permanently certified
special education teacher in the New York City Public School system.
Throughout her career, she has provided support for students with a variety
of educational needs from elementary through college level. Her published work
has focused on the use of creativity in teaching exceptional students. Her current
research focus is on individualization of instruction through the incorporation of
diverse online and offline instruction delivery models for pre-service teachers.