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Using VR to Test the Efficacy of Learning About Phases of the Moon

Presenter: Emily Uhrich

Co-Presenter(s):
Dr. Sara Kassis, Dr. Scott Severson

Presenter Status: Undergraduate student

Academic Year: 22-23

Semester: Spring

Faculty Mentor: Sara Kassis

Department: Physics & Astronomy

Funding Source/Sponsor: Koret Scholars Program

Other Funding Source/Program: CO MENTOR: Dr. Scott Severson

President's Strategic Plan Goal: Adaptability and Responsiveness

Abstract:
Virtual Reality (VR) is a virtual platform in which individuals can endure a simulated experience to have access to a wide variety of applications. VR provides a simulated computer generated environment with a head mount fully covering the user's eyes. One faction of VR is educational VR in which individuals can experience an informative and immersive VR application intended for maximizing ways to inform and consume educational material. VR is unique in the way it has the potential to reduce misconceptions in education commonly associated with more abstract questions that require visualization. In this project we studied the efficacy of using VR among college students to address misconceptions with visualizing and understanding the moon's phases, such as they are caused by the earth's shadow or by clouds. VR was used to effectively place a user at a distance to visualize the sun, earth, and moon to observe the phases in a way that is impossible unless they are directly looking at the moon. We divided the students across three semesters into two test groups to use a Virtual Reality and virtual computer application and were given pre and post assessments. The data, including attitudinal surveys, will be presented to show the results of the study in addition to any correlation to gender and gaming experience.