Loading…
Using a mobile Virtual Reality and computer game to improve visuospatial self-efficacy in middle school students
Visuospatial (VS) skills, or one’s ability to mentally manipulate spatial information about objects, are critical to STEM enrollment, retention, and achievement. Low level of VS skills may deter some people from joining the STEM workforce or complicate their learning experience. While there is plent...
Saved in:
Published in: | Computers and education 2023-01, Vol.192, p.104660, Article 104660 |
---|---|
Main Authors: | , , , , , , |
Format: | Article |
Language: | English |
Subjects: | |
Citations: | Items that this one cites Items that cite this one |
Online Access: | Get full text |
Tags: |
Add Tag
No Tags, Be the first to tag this record!
|
cited_by | cdi_FETCH-LOGICAL-c309t-27ed402d7408af9a20d0c93b3c7fbee5b2b6c1b585e9d0470d06a05372f348c13 |
---|---|
cites | cdi_FETCH-LOGICAL-c309t-27ed402d7408af9a20d0c93b3c7fbee5b2b6c1b585e9d0470d06a05372f348c13 |
container_end_page | |
container_issue | |
container_start_page | 104660 |
container_title | Computers and education |
container_volume | 192 |
creator | Kuznetcova, Irina Glassman, Michael Tilak, Shantanu Wen, Ziye Evans, Marvin Pelfrey, Logan Lin, Tzu-Jung |
description | Visuospatial (VS) skills, or one’s ability to mentally manipulate spatial information about objects, are critical to STEM enrollment, retention, and achievement. Low level of VS skills may deter some people from joining the STEM workforce or complicate their learning experience. While there is plenty of evidence suggesting that VS skills can be improved through training, few accessible training programs exist as of now, particularly for younger students. The current study proposes a new direction of VS training focusing on the development of visuospatial self-efficacy (VSSE), or one’s confidence that they can complete specific VS tasks. The collaborative, desktop/mobile Virtual Reality game called [hidden for peer review] (available for download at [hidden for peer review]) was designed to improve VSSE in middle school students. A total of 169 students across 11 classrooms in 3 middle schools in a mid-western city in the United States participated in the intervention. The participants in the experimental condition (n=96, 6 classrooms) played the intervention game during 4 sessions over the course of 2 weeks, while the participants in the control condition (n=73, 5 classrooms) engaged in typical class activities. The results revealed that the intervention significantly increased students’ VS self-efficacy but not their VS performance or STEM performance. The implications and significance of the findings are discussed along with suggestions for further research.
•Visuospatial (VS) skills are critical to STEM achievement.•VS self-efficacy (VSSE) may be an important part of VS skills.•We propose a mobile Virtual Reality/computer game to develop VSSE and VS skills.•The game improved VSSE but not VS or STEM performance in middle school students.•Further research can focus on variables mediating VSSE, VS and STEM performance. |
doi_str_mv | 10.1016/j.compedu.2022.104660 |
format | article |
fullrecord | <record><control><sourceid>elsevier_cross</sourceid><recordid>TN_cdi_crossref_primary_10_1016_j_compedu_2022_104660</recordid><sourceformat>XML</sourceformat><sourcesystem>PC</sourcesystem><els_id>S0360131522002317</els_id><sourcerecordid>S0360131522002317</sourcerecordid><originalsourceid>FETCH-LOGICAL-c309t-27ed402d7408af9a20d0c93b3c7fbee5b2b6c1b585e9d0470d06a05372f348c13</originalsourceid><addsrcrecordid>eNqFkNtKAzEQhoMoWKuPIOQFtk6SPfVKpHiCgiBWvAvZZLam7G6WJFvo25vS3ns1MP_8H8NHyD2DBQNWPuwW2vUjmmnBgfO0y8sSLsiM1ZXIqpr_XJIZiBIyJlhxTW5C2AGko7yYkXET7LClivausR3Sb-vjpDr6iaqz8UDVYOiRPkX0dKt6pNFR24_e7ZHubZhcGFW0qRGwazNsW6uVPlA70N4ak4hB_zqX4jgZHGK4JVet6gLeneecbF6ev1Zv2frj9X31tM60gGXMeIUmB26qHGrVLhUHA3opGqGrtkEsGt6UmjVFXeDSQF6luFRQiIq3Iq81E3NSnLjauxA8tnL0tlf-IBnIoza5k2dt8qhNnrSl3uOph-m5vUUvg7Y4aDTWo47SOPsP4Q_je3s9</addsrcrecordid><sourcetype>Aggregation Database</sourcetype><iscdi>true</iscdi><recordtype>article</recordtype></control><display><type>article</type><title>Using a mobile Virtual Reality and computer game to improve visuospatial self-efficacy in middle school students</title><source>Elsevier</source><creator>Kuznetcova, Irina ; Glassman, Michael ; Tilak, Shantanu ; Wen, Ziye ; Evans, Marvin ; Pelfrey, Logan ; Lin, Tzu-Jung</creator><creatorcontrib>Kuznetcova, Irina ; Glassman, Michael ; Tilak, Shantanu ; Wen, Ziye ; Evans, Marvin ; Pelfrey, Logan ; Lin, Tzu-Jung</creatorcontrib><description>Visuospatial (VS) skills, or one’s ability to mentally manipulate spatial information about objects, are critical to STEM enrollment, retention, and achievement. Low level of VS skills may deter some people from joining the STEM workforce or complicate their learning experience. While there is plenty of evidence suggesting that VS skills can be improved through training, few accessible training programs exist as of now, particularly for younger students. The current study proposes a new direction of VS training focusing on the development of visuospatial self-efficacy (VSSE), or one’s confidence that they can complete specific VS tasks. The collaborative, desktop/mobile Virtual Reality game called [hidden for peer review] (available for download at [hidden for peer review]) was designed to improve VSSE in middle school students. A total of 169 students across 11 classrooms in 3 middle schools in a mid-western city in the United States participated in the intervention. The participants in the experimental condition (n=96, 6 classrooms) played the intervention game during 4 sessions over the course of 2 weeks, while the participants in the control condition (n=73, 5 classrooms) engaged in typical class activities. The results revealed that the intervention significantly increased students’ VS self-efficacy but not their VS performance or STEM performance. The implications and significance of the findings are discussed along with suggestions for further research.
•Visuospatial (VS) skills are critical to STEM achievement.•VS self-efficacy (VSSE) may be an important part of VS skills.•We propose a mobile Virtual Reality/computer game to develop VSSE and VS skills.•The game improved VSSE but not VS or STEM performance in middle school students.•Further research can focus on variables mediating VSSE, VS and STEM performance.</description><identifier>ISSN: 0360-1315</identifier><identifier>EISSN: 1873-782X</identifier><identifier>DOI: 10.1016/j.compedu.2022.104660</identifier><language>eng</language><publisher>Elsevier Ltd</publisher><subject>Game-based intervention ; Games ; Self-efficacy ; Virtual reality ; Visuospatial ability</subject><ispartof>Computers and education, 2023-01, Vol.192, p.104660, Article 104660</ispartof><rights>2022 Elsevier Ltd</rights><lds50>peer_reviewed</lds50><woscitedreferencessubscribed>false</woscitedreferencessubscribed><citedby>FETCH-LOGICAL-c309t-27ed402d7408af9a20d0c93b3c7fbee5b2b6c1b585e9d0470d06a05372f348c13</citedby><cites>FETCH-LOGICAL-c309t-27ed402d7408af9a20d0c93b3c7fbee5b2b6c1b585e9d0470d06a05372f348c13</cites><orcidid>0000-0002-8544-3956 ; 0000-0001-6843-1905 ; 0000-0003-3870-8760 ; 0000-0002-4525-1001 ; 0000-0001-5264-2652</orcidid></display><links><openurl>$$Topenurl_article</openurl><openurlfulltext>$$Topenurlfull_article</openurlfulltext><thumbnail>$$Tsyndetics_thumb_exl</thumbnail><link.rule.ids>314,780,784,27922,27923</link.rule.ids></links><search><creatorcontrib>Kuznetcova, Irina</creatorcontrib><creatorcontrib>Glassman, Michael</creatorcontrib><creatorcontrib>Tilak, Shantanu</creatorcontrib><creatorcontrib>Wen, Ziye</creatorcontrib><creatorcontrib>Evans, Marvin</creatorcontrib><creatorcontrib>Pelfrey, Logan</creatorcontrib><creatorcontrib>Lin, Tzu-Jung</creatorcontrib><title>Using a mobile Virtual Reality and computer game to improve visuospatial self-efficacy in middle school students</title><title>Computers and education</title><description>Visuospatial (VS) skills, or one’s ability to mentally manipulate spatial information about objects, are critical to STEM enrollment, retention, and achievement. Low level of VS skills may deter some people from joining the STEM workforce or complicate their learning experience. While there is plenty of evidence suggesting that VS skills can be improved through training, few accessible training programs exist as of now, particularly for younger students. The current study proposes a new direction of VS training focusing on the development of visuospatial self-efficacy (VSSE), or one’s confidence that they can complete specific VS tasks. The collaborative, desktop/mobile Virtual Reality game called [hidden for peer review] (available for download at [hidden for peer review]) was designed to improve VSSE in middle school students. A total of 169 students across 11 classrooms in 3 middle schools in a mid-western city in the United States participated in the intervention. The participants in the experimental condition (n=96, 6 classrooms) played the intervention game during 4 sessions over the course of 2 weeks, while the participants in the control condition (n=73, 5 classrooms) engaged in typical class activities. The results revealed that the intervention significantly increased students’ VS self-efficacy but not their VS performance or STEM performance. The implications and significance of the findings are discussed along with suggestions for further research.
•Visuospatial (VS) skills are critical to STEM achievement.•VS self-efficacy (VSSE) may be an important part of VS skills.•We propose a mobile Virtual Reality/computer game to develop VSSE and VS skills.•The game improved VSSE but not VS or STEM performance in middle school students.•Further research can focus on variables mediating VSSE, VS and STEM performance.</description><subject>Game-based intervention</subject><subject>Games</subject><subject>Self-efficacy</subject><subject>Virtual reality</subject><subject>Visuospatial ability</subject><issn>0360-1315</issn><issn>1873-782X</issn><fulltext>true</fulltext><rsrctype>article</rsrctype><creationdate>2023</creationdate><recordtype>article</recordtype><recordid>eNqFkNtKAzEQhoMoWKuPIOQFtk6SPfVKpHiCgiBWvAvZZLam7G6WJFvo25vS3ns1MP_8H8NHyD2DBQNWPuwW2vUjmmnBgfO0y8sSLsiM1ZXIqpr_XJIZiBIyJlhxTW5C2AGko7yYkXET7LClivausR3Sb-vjpDr6iaqz8UDVYOiRPkX0dKt6pNFR24_e7ZHubZhcGFW0qRGwazNsW6uVPlA70N4ak4hB_zqX4jgZHGK4JVet6gLeneecbF6ev1Zv2frj9X31tM60gGXMeIUmB26qHGrVLhUHA3opGqGrtkEsGt6UmjVFXeDSQF6luFRQiIq3Iq81E3NSnLjauxA8tnL0tlf-IBnIoza5k2dt8qhNnrSl3uOph-m5vUUvg7Y4aDTWo47SOPsP4Q_je3s9</recordid><startdate>202301</startdate><enddate>202301</enddate><creator>Kuznetcova, Irina</creator><creator>Glassman, Michael</creator><creator>Tilak, Shantanu</creator><creator>Wen, Ziye</creator><creator>Evans, Marvin</creator><creator>Pelfrey, Logan</creator><creator>Lin, Tzu-Jung</creator><general>Elsevier Ltd</general><scope>AAYXX</scope><scope>CITATION</scope><orcidid>https://orcid.org/0000-0002-8544-3956</orcidid><orcidid>https://orcid.org/0000-0001-6843-1905</orcidid><orcidid>https://orcid.org/0000-0003-3870-8760</orcidid><orcidid>https://orcid.org/0000-0002-4525-1001</orcidid><orcidid>https://orcid.org/0000-0001-5264-2652</orcidid></search><sort><creationdate>202301</creationdate><title>Using a mobile Virtual Reality and computer game to improve visuospatial self-efficacy in middle school students</title><author>Kuznetcova, Irina ; Glassman, Michael ; Tilak, Shantanu ; Wen, Ziye ; Evans, Marvin ; Pelfrey, Logan ; Lin, Tzu-Jung</author></sort><facets><frbrtype>5</frbrtype><frbrgroupid>cdi_FETCH-LOGICAL-c309t-27ed402d7408af9a20d0c93b3c7fbee5b2b6c1b585e9d0470d06a05372f348c13</frbrgroupid><rsrctype>articles</rsrctype><prefilter>articles</prefilter><language>eng</language><creationdate>2023</creationdate><topic>Game-based intervention</topic><topic>Games</topic><topic>Self-efficacy</topic><topic>Virtual reality</topic><topic>Visuospatial ability</topic><toplevel>peer_reviewed</toplevel><toplevel>online_resources</toplevel><creatorcontrib>Kuznetcova, Irina</creatorcontrib><creatorcontrib>Glassman, Michael</creatorcontrib><creatorcontrib>Tilak, Shantanu</creatorcontrib><creatorcontrib>Wen, Ziye</creatorcontrib><creatorcontrib>Evans, Marvin</creatorcontrib><creatorcontrib>Pelfrey, Logan</creatorcontrib><creatorcontrib>Lin, Tzu-Jung</creatorcontrib><collection>CrossRef</collection><jtitle>Computers and education</jtitle></facets><delivery><delcategory>Remote Search Resource</delcategory><fulltext>fulltext</fulltext></delivery><addata><au>Kuznetcova, Irina</au><au>Glassman, Michael</au><au>Tilak, Shantanu</au><au>Wen, Ziye</au><au>Evans, Marvin</au><au>Pelfrey, Logan</au><au>Lin, Tzu-Jung</au><format>journal</format><genre>article</genre><ristype>JOUR</ristype><atitle>Using a mobile Virtual Reality and computer game to improve visuospatial self-efficacy in middle school students</atitle><jtitle>Computers and education</jtitle><date>2023-01</date><risdate>2023</risdate><volume>192</volume><spage>104660</spage><pages>104660-</pages><artnum>104660</artnum><issn>0360-1315</issn><eissn>1873-782X</eissn><abstract>Visuospatial (VS) skills, or one’s ability to mentally manipulate spatial information about objects, are critical to STEM enrollment, retention, and achievement. Low level of VS skills may deter some people from joining the STEM workforce or complicate their learning experience. While there is plenty of evidence suggesting that VS skills can be improved through training, few accessible training programs exist as of now, particularly for younger students. The current study proposes a new direction of VS training focusing on the development of visuospatial self-efficacy (VSSE), or one’s confidence that they can complete specific VS tasks. The collaborative, desktop/mobile Virtual Reality game called [hidden for peer review] (available for download at [hidden for peer review]) was designed to improve VSSE in middle school students. A total of 169 students across 11 classrooms in 3 middle schools in a mid-western city in the United States participated in the intervention. The participants in the experimental condition (n=96, 6 classrooms) played the intervention game during 4 sessions over the course of 2 weeks, while the participants in the control condition (n=73, 5 classrooms) engaged in typical class activities. The results revealed that the intervention significantly increased students’ VS self-efficacy but not their VS performance or STEM performance. The implications and significance of the findings are discussed along with suggestions for further research.
•Visuospatial (VS) skills are critical to STEM achievement.•VS self-efficacy (VSSE) may be an important part of VS skills.•We propose a mobile Virtual Reality/computer game to develop VSSE and VS skills.•The game improved VSSE but not VS or STEM performance in middle school students.•Further research can focus on variables mediating VSSE, VS and STEM performance.</abstract><pub>Elsevier Ltd</pub><doi>10.1016/j.compedu.2022.104660</doi><orcidid>https://orcid.org/0000-0002-8544-3956</orcidid><orcidid>https://orcid.org/0000-0001-6843-1905</orcidid><orcidid>https://orcid.org/0000-0003-3870-8760</orcidid><orcidid>https://orcid.org/0000-0002-4525-1001</orcidid><orcidid>https://orcid.org/0000-0001-5264-2652</orcidid></addata></record> |
fulltext | fulltext |
identifier | ISSN: 0360-1315 |
ispartof | Computers and education, 2023-01, Vol.192, p.104660, Article 104660 |
issn | 0360-1315 1873-782X |
language | eng |
recordid | cdi_crossref_primary_10_1016_j_compedu_2022_104660 |
source | Elsevier |
subjects | Game-based intervention Games Self-efficacy Virtual reality Visuospatial ability |
title | Using a mobile Virtual Reality and computer game to improve visuospatial self-efficacy in middle school students |
url | http://sfxeu10.hosted.exlibrisgroup.com/loughborough?ctx_ver=Z39.88-2004&ctx_enc=info:ofi/enc:UTF-8&ctx_tim=2025-01-09T19%3A59%3A51IST&url_ver=Z39.88-2004&url_ctx_fmt=infofi/fmt:kev:mtx:ctx&rfr_id=info:sid/primo.exlibrisgroup.com:primo3-Article-elsevier_cross&rft_val_fmt=info:ofi/fmt:kev:mtx:journal&rft.genre=article&rft.atitle=Using%20a%20mobile%20Virtual%20Reality%20and%20computer%20game%20to%20improve%20visuospatial%20self-efficacy%20in%20middle%20school%20students&rft.jtitle=Computers%20and%20education&rft.au=Kuznetcova,%20Irina&rft.date=2023-01&rft.volume=192&rft.spage=104660&rft.pages=104660-&rft.artnum=104660&rft.issn=0360-1315&rft.eissn=1873-782X&rft_id=info:doi/10.1016/j.compedu.2022.104660&rft_dat=%3Celsevier_cross%3ES0360131522002317%3C/elsevier_cross%3E%3Cgrp_id%3Ecdi_FETCH-LOGICAL-c309t-27ed402d7408af9a20d0c93b3c7fbee5b2b6c1b585e9d0470d06a05372f348c13%3C/grp_id%3E%3Coa%3E%3C/oa%3E%3Curl%3E%3C/url%3E&rft_id=info:oai/&rft_id=info:pmid/&rfr_iscdi=true |