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Implementation of a desktop virtual reality field trip in public outreach settings

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Abstract

This study investigated how the VR experience (immersion and presence) and design features (narrative, guidance, and feedback) were related to participants’ engagement and perceptions of learning with a desktop Virtual Reality field trip (dVFT) in public outreach settings as used by environmental education centers. Data was collected from 139 participants at three different types of public outreach settings. The results found that immersion, presence, engagement, learning about local environment, VR design features, and affective learning were perceived favorably by the majority of the study’s participants. Design features, engagement, learning about the local environment, and affective learning were significantly lower for young participants (≤ 18 years old) compared to adults. Environmental education center festival participants had higher favorable mean responses for each subscale followed by Web location participants, followed by Homework Club participants. Results from the path analysis highlighted the importance of presence and the design features for engagement and perceived learning. Our findings support that learning about one’s local environment with a dVFT can have a positive impact on engagement and learning, particularly in public outreach learning environments.

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Data availability

The data that support the findings of this study are available from the corresponding author, Alec Bodzin, upon reasonable request.

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Acknowledgements

We thank Sarah Kiel, Tyler Hogue, Austin Lordi, Brad DeMassa, Challen Adu, Kanaruj Chanthongdee, Yolanda Liu, Max Louissaint, Anthony Blakely, and Brantley Balsamo for their development work with us on the dVFT. The authors are grateful for the Office of Creative Inquiry at Lehigh University and its continued support. Special thanks to the Lehigh RiVR Immersive Learning lab members. In addition, the authors appreciate the collaboration from Lehigh Gap Nature Center, Nurture Nature Center, Jacobsburg Environmental Education Center, and D&L National Heritage Corridor.

Funding

Partial financial support was received from the Office of Creative Inquiry at Lehigh University for the development of the dVFT. No funding was received for conducting the study.Competing interests.

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Correspondence to Alec M. Bodzin.

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This study involved only voluntary participation. We obtained passive consent from all the participants. This study did not collect any personally identifiable data. This study was reviewed and approved by the Lehigh University’s IRB (Bethlehem, PA) under the IRBNet ID 1730392–5.

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Appendix A. Survey Measure Items

Appendix A. Survey Measure Items

1.1 Engagement subscale items:

I felt excited when I used the VR field trip.

My mind was elsewhere when I used the VR field trip. (reverse code).

I was focused on the VR field trip most of the time.

I felt bored when I used the VR field trip. (reverse code).

Time went by quickly when I used the VR field trip.

I was doing other things when I used the VR field trip. (reverse code).

When I used the VR field trip, I talked to others about things not related to the VR field trip. (reverse code).

1.2 Presence subscale items:

I had a sense of “being there” when using the VR field trip.

I was able to concentrate easily when using the VR field trip.

I felt present in the VR field trip.

1.3 Immersion subscale items:

The VR field trip had a realistic-looking environment.

My seeing and hearing senses were fully used during the VR field trip.

I felt immersed when using the VR field trip.

1.4 VR design features subscale items:

I enjoyed the storyline of the VR field trip.

I enjoyed receiving guidance and feedback during the VR field trip.

1.5 Perceptions of learning about one’s local environment subscale items:

I learned about my local environment with the VR field trip.

I learned about local history while using the VR field trip.

I learned about local environmental issues when using the VR field trip.

The “real-life” context of the VR field trip made learning about the local environment interesting.

The things I learned while using the VR field trip were relevant to my daily life.

1.6 Affective learning subscale items:

Using this VR field trip was a rewarding experience.

Using this VR field trip was a worthwhile experience.

This VR field trip did not hold my attention. (reverse code).

I would describe this VR field trip as very interesting.

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Bodzin, A.M., Fu, Q., Araujo-Junior, R.M. et al. Implementation of a desktop virtual reality field trip in public outreach settings. Multimed Tools Appl 83, 55405–55426 (2024). https://doi.org/10.1007/s11042-023-17729-0

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