The Effects of Immersive Virtual Reality Learning on Middle School Students’ Learning Outcomes

2019 ◽  
Vol 25 (1) ◽  
pp. 99-120
Author(s):  
Tae Hyun Kim
2021 ◽  
Vol 3 (1) ◽  
pp. 101-121
Author(s):  
Deoksoon Kim ◽  
Merijke Coenraad ◽  
Ho Ryong Park

Reflection is essential for learning and development, especially among middle school students. In this paper, we describe how middle school students can engage in reflective learning by composing digital stories in a project-based learning environment employing virtual reality. Adopting multiple case study methods, we examined the digital stories of five students, together with classroom observations and interviews about their experiences, in order to explore how digital storytelling can allowed students to reflect upon their experiences in a year-end capstone program. Creating digital stories allowed students to 1) reflect on their learning experiences teaching younger students with virtual reality, 2) present their reflections in multiple modalities, and 3) make connections between their present experiences and the past and future. This study demonstrates how digital storytelling can enable multimodal reflection for middle school students, particularly within technology-focused project-based learning environments. Keywords: digital storytelling; project-based learning; reflection; middle school learners


2018 ◽  
Vol 6 (01) ◽  
pp. 68-75
Author(s):  
Agus Supandi

One of the attractions for students is if the teacher can use good and pleasant methods. One such method is Snowball Throwing. The research aims to improve social studies learning outcomes of Attaqwa Middle School students in Bekasi Regency through the Snowball throwing learning method. This study uses classroom action research. The sample is class VII students at Attaqwa Middle School Bekasi. The researcher conducted two cycles in applying this method. Based on the results of the study showed that the completeness of the student group in cycle 1 was 86%, which was up 36% compared to pre-action, whereas in cycle 2 the completeness of students became 97%, which was up 11% compared to cycle 1 and up 47% compared to pre action. It can be concluded that the application of the Snowball Throwing method can improve social studies learning outcomes of Grade VII students at Attaqwa Middle School, Bekasi Regency.  Keywords : Method, Snow Ball Throwing, learning Outcomes  Abstrak Salah satu daya tarik bagi siswa, ialah jika guru dapat menggunakan metode yang baik dan menyenangkan. Salah satu metode tersebut adalah Snowball Throwing. Adapun penelitian ini bertujuan untuk meningkatkan hasil belajar IPS siswa SMP Attaqwa Kabupaten Bekasi melalui metode pembelajaran Snowball throwing. Penelitian ini menggunakan penelitian tindakan kelas. Sampel merupakan siswa kelas VII di SMP Attaqwa Bekasi. Peneliti melakukan dua siklus dalam penerapan metode ini. Berdasarkan hasil penelitian menunjukkan bahwa ketuntasan kelompok siswa pada siklus 1 sebesar 86%, yaitu naik 36% dibandingkan dengan pra tindakan, sedangkan pada siklus 2 ketuntasan siswa menjadi 97%, yaitu naik 11% dibandingkan dengan siklus 1 dan naik 47% jika dibandingkan dengan pra tindakan. Hal ini dapat disimpulkan bahwa penerapan metode Snowball Throwing dapat meningkatkan hasil belajar IPS Siswa Kelas VII di SMP Attaqwa Kabupaten Bekasi.


Author(s):  
Richard Lamb

This study examines the role of virtual reality (VR) in the promotion of writing with greater complexity and lexical density. Using a combination of neuroimaging and traditional measures, the author characterizes differences in writing complexity and lexical density scores across four different pedagogical modalities: VR alone, VR followed by a textbook reading, textbook reading followed by VR, and textbook reading alone. Middle school students recruited from a rural middle school in the Mid-Atlantic Region of the United States responded to two prompts related to science content found in VR environments and a textbook. The authors hypothesized that exposure to a virtual environment prior to responding to the writing prompts would enhance both argumentative and summative writing products, when compared to participants who only had access to the textbook experiences. Participants who were exposed to the VR environment then had access to a textbook demonstrated significantly greater writing complexity and lexical density scores than those who had VR alone, or access to the text alone.


Author(s):  
Eric Nersesian ◽  
Margarita Vinnikov ◽  
Jessica Ross-Nersesian ◽  
Adam Spryszynski ◽  
Michael J. Lee

2017 ◽  
Vol 8 (3) ◽  
pp. 209-223
Author(s):  
Elizabeth Davies-Mercier ◽  
Michelle W. Woodbridge ◽  
W. Carl Sumi ◽  
S. Patrick Thornton ◽  
Katrina D. Roundfield ◽  
...  

2014 ◽  
Author(s):  
Jennifer L. Engelland ◽  
Renee M. Tobin ◽  
Adena B. Meyers ◽  
Brenda J. Huber ◽  
W. Joel Schneider ◽  
...  

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