Pipetting in Virtual Reality Can Predict Real-Life Pipetting Performance

Research output: Contribution to journalJournal articleResearchpeer-review

Standard

Pipetting in Virtual Reality Can Predict Real-Life Pipetting Performance. / Petersen, Gustav Bøg; Klingenberg, Sara; Makransky, Guido.

In: Technology, Mind, and Behavior, Vol. 3, No. 3, 2022.

Research output: Contribution to journalJournal articleResearchpeer-review

Harvard

Petersen, GB, Klingenberg, S & Makransky, G 2022, 'Pipetting in Virtual Reality Can Predict Real-Life Pipetting Performance', Technology, Mind, and Behavior, vol. 3, no. 3. https://doi.org/10.1037/tmb0000076

APA

Petersen, G. B., Klingenberg, S., & Makransky, G. (2022). Pipetting in Virtual Reality Can Predict Real-Life Pipetting Performance. Technology, Mind, and Behavior, 3(3). https://doi.org/10.1037/tmb0000076

Vancouver

Petersen GB, Klingenberg S, Makransky G. Pipetting in Virtual Reality Can Predict Real-Life Pipetting Performance. Technology, Mind, and Behavior. 2022;3(3). https://doi.org/10.1037/tmb0000076

Author

Petersen, Gustav Bøg ; Klingenberg, Sara ; Makransky, Guido. / Pipetting in Virtual Reality Can Predict Real-Life Pipetting Performance. In: Technology, Mind, and Behavior. 2022 ; Vol. 3, No. 3.

Bibtex

@article{d531be0a931c4568bcb812b8544cd0ef,
title = "Pipetting in Virtual Reality Can Predict Real-Life Pipetting Performance",
abstract = "Can a virtual reality (VR) simulation promote acquisition of scientific skills with real-life practicability? In order to answer this question, we conducted (I) an online study (N = 126) and (II) a field study at a high school (N = 47). Study I focused on the instructional design of VR by comparing the effects of different pedagogical agents on acquiring pipetting skills. We found no significant differences between the conditions, that is, it did not seem to make a difference whether the pedagogical agent was present or not, or if it demonstrated the procedure or not. Study II focused on transfer of skills learned in VR to real-life with the addition of a control group who were taught by a real-life instructor. The results indicated that performance in VR can predict performance on a real-life transfer test. However, comparisons between the two groups showed that the students who received virtual training made more errors, experienced more extraneous cognitive load, and learned less compared to the students who were taught by the real-life instructor. Across both studies, all students experienced an increase in self-efficacy from prior to after the intervention, although the students taught by the real-life instructor experienced the largest increases in Study II. Hence, VR should not replace traditional ways of teaching scientific procedures. Rather, it can be a complement to traditional teaching that can increase accessibility.",
keywords = "learning, pedagogical agents, science education, transfer, virtual reality",
author = "Petersen, {Gustav B{\o}g} and Sara Klingenberg and Guido Makransky",
note = "Publisher Copyright: {\textcopyright} 2022 The Author(s)",
year = "2022",
doi = "10.1037/tmb0000076",
language = "English",
volume = "3",
journal = "Technology, Mind and Behavior",
issn = "2689-0208",
publisher = "American Psychological Association",
number = "3",

}

RIS

TY - JOUR

T1 - Pipetting in Virtual Reality Can Predict Real-Life Pipetting Performance

AU - Petersen, Gustav Bøg

AU - Klingenberg, Sara

AU - Makransky, Guido

N1 - Publisher Copyright: © 2022 The Author(s)

PY - 2022

Y1 - 2022

N2 - Can a virtual reality (VR) simulation promote acquisition of scientific skills with real-life practicability? In order to answer this question, we conducted (I) an online study (N = 126) and (II) a field study at a high school (N = 47). Study I focused on the instructional design of VR by comparing the effects of different pedagogical agents on acquiring pipetting skills. We found no significant differences between the conditions, that is, it did not seem to make a difference whether the pedagogical agent was present or not, or if it demonstrated the procedure or not. Study II focused on transfer of skills learned in VR to real-life with the addition of a control group who were taught by a real-life instructor. The results indicated that performance in VR can predict performance on a real-life transfer test. However, comparisons between the two groups showed that the students who received virtual training made more errors, experienced more extraneous cognitive load, and learned less compared to the students who were taught by the real-life instructor. Across both studies, all students experienced an increase in self-efficacy from prior to after the intervention, although the students taught by the real-life instructor experienced the largest increases in Study II. Hence, VR should not replace traditional ways of teaching scientific procedures. Rather, it can be a complement to traditional teaching that can increase accessibility.

AB - Can a virtual reality (VR) simulation promote acquisition of scientific skills with real-life practicability? In order to answer this question, we conducted (I) an online study (N = 126) and (II) a field study at a high school (N = 47). Study I focused on the instructional design of VR by comparing the effects of different pedagogical agents on acquiring pipetting skills. We found no significant differences between the conditions, that is, it did not seem to make a difference whether the pedagogical agent was present or not, or if it demonstrated the procedure or not. Study II focused on transfer of skills learned in VR to real-life with the addition of a control group who were taught by a real-life instructor. The results indicated that performance in VR can predict performance on a real-life transfer test. However, comparisons between the two groups showed that the students who received virtual training made more errors, experienced more extraneous cognitive load, and learned less compared to the students who were taught by the real-life instructor. Across both studies, all students experienced an increase in self-efficacy from prior to after the intervention, although the students taught by the real-life instructor experienced the largest increases in Study II. Hence, VR should not replace traditional ways of teaching scientific procedures. Rather, it can be a complement to traditional teaching that can increase accessibility.

KW - learning

KW - pedagogical agents

KW - science education

KW - transfer

KW - virtual reality

U2 - 10.1037/tmb0000076

DO - 10.1037/tmb0000076

M3 - Journal article

AN - SCOPUS:85161861405

VL - 3

JO - Technology, Mind and Behavior

JF - Technology, Mind and Behavior

SN - 2689-0208

IS - 3

ER -

ID: 380363115