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From: Don Theophilus <theo@hitl.washington.edu> (by way of diderot@hitl.washington.edu (Toni Emerson))
Subject: VR Study Summary (fwd)
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see below


Donald R Theophilus III            Human Interface Technology Laboratory
Manager of Special Projects        University of Washington, FJ-15
Voice  (206) 685-3215              Seattle, WA  98195
  Fax  (206) 543-5380

---------- Forwarded message ----------
Date: 13 Sep 94 22:41:05 EDT
From: Gregory Taylor <72122.267@compuserve.com>
To: Donald Theophilus <theo@hitl.washington.edu>
Subject: VR Study Summary

Hello,
I have completed my study at The Ohio State University entitled "The Potential
Role of Virtual Reality in Environmental Education."  Below you will find a
summary of that study.  The study can be located in The Ohio State University
library system.  If you would like to recieve the complete study please let me
know and we can arrange to have it mailed to you on a 3.5 inch diskette. (The
study was written with WordPerfect 6.0)

I apologize to anyone who may have received this summay twice.  I am emailing
this study to literally hundreds of individuals and some of you may be on both
email lists.

If you have any questions about the study or the findings please contact me via
email or postal mail.  I can be reached at:

Gregory L. Taylor
560 Stinchcomb Drive Apt. #2
Columbus, Ohio 43202
(614) 262-3605
E-Mail:  72122.267@compuserve.com

Thanks
Gregory L. Taylor
---------------------
Thesis Title:  "The Potential Role of Virtual Reality in Environmental
Education"
Author: Gregory L. Taylor

Summary

  The purpose of this study was to assess the potential role of virtual reality
(VR) in environmental education (EE).  The survey instrument was designed around
the study's three research questions:

1)  What is the current level of acceptance of VR as a teaching tool in
environmental education by environmental educators?

2)  What are perceived as the most beneficial roles and applications of VR to
the field of environmental education?

3)  What areas concerning the application of VR to environmental education
should be studied in order for VR to become an effective tool in environmental
education?

  The principal findings for each of the three research questions are summarized
below.  The conclusion section provides an interpretation of the results by the
researcher.

  The study surveyed two sample populations: 400 environmental educators
belonging to the North American Association for Environmental Education (NAAEE)
and 40 virtual reality developers located over the internet, a computer network.
The 400 environmental educators were mailed a survey and a fact sheet on virtual
reality which defined terms and described VR applications in education and other
fields.  The 40 VR developers were electronically transmitted their surveys.
The responses were requested within two weeks of receiving the survey.

  The first research question, what is the current level of acceptance of VR as
a teaching tool in environmental education by environmental educators, was
investigated by question number 16 of the NAAEE survey.  Of the 400 surveys
mailed, 192 were returned.  Of the 192 responses, 108 (56%) indicated "Yes" they
would use VR to teach an environmental lesson, 67 (35%) indicated "No or maybe"
to using VR as a teaching tool in environmental education and 17 (9%) did not
respond to the question.  A chi-square test found these frequencies to be
significantly different at the 0.01 level.

  The second research question, what are perceived as the most beneficial roles
and applications of VR to the field of EE, was investigated through question
number 9 of the NAAEE and the VR developers survey.  Question 9 presented seven
different possible applications of VR in EE and asked participants to rank their
benefits.  The two sample populations chose the same applications as the most
beneficial and least beneficial to EE.  The VR applications rated as the most
beneficial to EE enabled students to have experiences unobtainable in the
physical world, such as "visiting" remote environments, or exploring things with
alterations in space and time.  Applications that attempted to simulate actual
experiences or to use anthropomorphism or personification were rated as the
least beneficial to EE.

  The third research question, what areas concerning the application of VR to
environmental education should be studied in order for VR to become an effective
tool in environmental education,  was investigated through question number 11 of
the NAAEE and VR developers survey.  Question 11 asked participants to rank the
importance of research areas relevant to the use of VR in education.  Both
sample populations agreed on the most important and least important research
areas.  The most important research involved studying what constitutes an
effective virtual reality learning environment.  Research of VR environments
that would be used as a substitute for actual experiences, and those that
proposed studying VR applications with anthropomorphism and personification,
were rated as the least important.


Conclusions

  In discussing the principal findings above, results from the survey of the
virtual reality developers must be presented.  The VR developers were asked to
rate the impact that VR would have on education and when VR would be available
to the educational field.  The average responses were that VR would have an
impact of 5.5 on elementary education (on a scale of 1 - 7) in 10 years; and
that VR would have an impact of 6.0 on higher education in 7 years.  These
results along with the results from the NAAEE survey lead to the following
conclusions:

-Virtual reality was found to be a potentially beneficial tool in environmental
education.
-Virtual reality applications that would allow students to "visit" natural
environments, unavailable to them by all other means, were found to be
beneficial by the sample populations.
-Virtual reality applications that use anthropomorphism were rated as not
beneficial to environmental education by the sample populations.
-Virtual reality environments that attempt to simulate the physical world, and
do not contain experiences beyond what is possible in the physical world, were
rated as not beneficial.
-Virtual reality could have a significant impact on the field of education in as
little as 10 years.
-For virtual reality to be successfully integrated into the field of education,
educators need to become involved now with the development of VR software.
-For VR to be implemented in education, educators should re-evaluate traditional
learning methods in light of the new technology.

  Concerns were expressed by the NAAEE sample population with the use of
anthropomorphism and personification in virtual reality learning environments.
The researcher believes that this finding requires further research.  Though its
appropriateness may be argued, anthropomorphism has been used in teaching for
many years; as VR learning environments are developed, it should be assumed that
they will eventually incorporate some form of it.  If educators do not become
involved in studying the appropriate uses of these concepts, they may be
improperly used in virtual reality.

  A final point worthy of discussion is the urgency in which educators must
become involved in the development of VR software.  The survey of virtual
reality developers found that the technology will be available to the
educational field in as little as ten years.  Therefore, it is crucial for the
educational community to become involved now in the development of VR software.
This researcher believes that it is the responsibility of educators to
constantly evaluate new teaching methods and tools in order to provide students
with the best possible learning experience.  To that end, it is suggested that a
task force consisting of leaders from the VR field and the educational field be
established to help ensure education's place in the development of VR software.
The study suggests that this task force be established under the auspices of the
North American Association for Environmental Education and similar professional
organizations in the educational community.






