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From: gregorylen@aol.com (GregoryLen)
Newsgroups: sci.virtual-worlds
Subject: Summary of VR in Education Study
Date: 7 Sep 1994 01:10:01 -0400
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Hello,
Below is a summary of my study "The Potential Role of Virtual Reality in
Environmental Education."  I conducted this study at The Ohio State
University.  If you have any questions about my findings or would like to
find out more about the study please contact me at
72122.267@compuserve.com.
I hope you find the summary interesting.  I think it, and the study, has a
lot to offer the field of VR and education.

Greg Taylor
72122.267@compuserve.com
--------------------------------------------
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.

