VR pedagogical effect trial
Description
The research study aimed to ascertain if using immersive VR games with traditional education enhances the learning gain, memory retention, and knowledge retention of students. This study wants to understand if VR games included with traditional learning methods can be a useful pedagogical tool. The methodology of this study consisted of analyzing learning gain, memory retention, and knowledge retention of the three different approaches to find out the best approach. The dataset is in Excel format and presents trials of 78 participants in three different learning approaches: Lecture-based approach, VR game-based approach, and a combination of lecture & VR game approach. The average percentage of learning gain, memory retention, and knowledge retention are calculated for each approach. The data was gathered through questionnaires that the participants filled before taking part in the experiment, immediately after the experiment, and three days after the experiment took place. The data was then placed into an excel file and grouped together. There are labels for each of the questions asked, the answers given by the participants and fields indicating if the participants answered the question correctly, remembered the question after 3 days, and whether the user retained knowledge in that question. For the pre-experiment questionnaire, there were 8 questions for all three approaches. There were 12 questions for the game-based approach, and the combined approach, whereas lecture-based had 8 questions for the post-experiment questionnaire.