Introduction
The
article “Leveling up: Are non-gamers and women disadvantaged in a
virtual world classroom?” examines if a student’s gaming experience and gender
can put them at a disadvantage when using virtual/augmented reality in the
classroom. The study was developed
because virtual and augmented reality are being used more and more as educational
tools. The article examines the results of a Taiwanese study, that involved 348
undergraduates took part in an exercise inside a business negotiation skills
virtual world classroom.
Statement of the Problem
More
and more colleges and universities are using virtual/augmented reality as part
of the their online and traditional classrooms. According to the article, “Assuming
college students are comfortable and experienced with virtual worlds may be
dangerous. Less than half of Americans report three or more hours of computer
game play a week. This means there is clearly a population of young people
engaging in hobbies other than computer gaming with little to no opportunity
for, or interest in, PC gaming or console use.”
Significance
of the Problem
According to Allen and
Seaman, surveys taken in 2010 and 2011 show an
increase from
30% to 31% of
college students who participated
in at least one online course. A
major part of virtual reality is the user’s ability to feel a presence within
the virtual world. Meaning, they don’t
just feel like they are playing a game, but in fact they feel like they are
immersed in the virtual world. This
information could imply a student’s lack gaming skills or gender could plays a negative
role in the experience and prohibit them from becoming fully immersed in the
virtual world.
Conceptual Framework
The framework of this study was based on the
following three hypotheses:
H1 – “In a virtual-world classroom setting,
male students will experience higher levels of presence than female students.”
H2 – “In a virtual-world classroom setting, students who have
purchased more software experience higher levels of presence than students who
have purchased less software.”
H3 – “Students with lower experience levels of computer gaming
exhibit lower levels of presence in a virtual world classroom setting.”
Research questions
The
study hoped to answer the following questions:
1. Can a student’s gender negatively impact
their feelings of presence when immersed in a virtual reality environment?
2. Does owning more gaming equipment and
games positively impact a student’s experience in a virtual reality
environment?
3. Does a student’s computer gaming
experience impact their experience in a virtual reality environment?
Methodological approach
An
initial survey conducted before the online classes began collected “data concerning
gender, gaming experience, gamer and software ownership.
The
348 students who responded to the study were “introduced to the virtual component of the class during the
first class meeting, with physical classroom-based lectures following,
including instructions/examples of software use, headset/microphone setup, and
troubleshooting.”
During the 18-week course, the
students spent approximate 1/3 of the class in the virtual world setting,
another 1/3 of the class was delivered by online video lectures and online
assignments, and the final 1/3 of the class was in the traditional classroom
setting with demonstrations of the technology. At the end of the class, the
students had to pass a test that demonstrated their ability to use the virtual
world.
After the 5th virtual
world class sessions, students were given a presence survey. The survey measured the student’s “feelings
of presence” and used a “7-item telepresence scale from Klein
(2003), often used to measure feelings of presence in virtual
settings (Kim
& Biocca, 1997; Nelson,
Yaros, & Keum, 2006; Persky et
al., 2009).”
Findings
Despite
male participants having more gaming experience than females, the results of
the survey did not show a significant difference in feelings of presence
between the genders.
The
study also showed that students who owned more gaming software did not give
them an advantage for feelings of presence. Finally, actual gaming experience
did show some impact on feelings of presence, which does partially support the
hypothesis.
Conclusions and Implications
The researchers conclude
that the results of their study help alleviate educators concerns that there is
a risk of putting some
students at a disadvantage when adopting teaching methods like virtual and
augmented reality. They go on to say that any potential disadvantages can be
overcome with a “specific training time or short exercise to help such students
learn the common interface conventions.”
They also state that as innovations in virtual and augmented reality
continue to become mainstream trends, students will begin to question university
distance learning programs if they are not using the technology.
Warden, C., Stanworth, J.,
& Chang, C. (2016). Leveling up: Are non-gamers and women disadvantaged in a
virtual world classroom?. Computers In Human Behavior, 65,
210-219.