1/8
(seminar 2) (case study 1)
Name | Mastery | Learn | Test | Matching | Spaced |
---|
No study sessions yet.
Project mobius
to deliver learning experiences
app which can teach
one of these apps was the trolley problem
Comparison of standard 2D and Virtual Reality-based teaching of moral dilemmas: the case of the Trolley Problem (Savickaite. & Gallagher)
a case study
quantitative aims
Assess moral judgment change using Moral Foundations Questionnaire (MFQ) and Utilitarianism Scale
Explore immersion & emotional involvement
qualitative aims
Thematically analyze how 2D vs VR affects engagement. • Focus on affective, behavioural, and cognitive dimensions of learning moral dilemmas.
Methodology
VR vs 2D version of the Trolley Problem
Quantitative: pre/post MFQ + Utilitarian Scale
Qualitative: semi-structured interviews, thematic analysis (Braun & Clarke, 2006)
quantative findings
VR may shift p towards ulitarian reaosning but distract reflection
small MFQ change for 2D group,
qualitative findings
VR provided higher focus & sustained attention
higher stress, guilt even physiological arouasal
induced deeper moral relfection
2D was boring, was emotionally detached
more analyitcal and less emotionally involved
moral dilemmas
situations where individuals must choose between conflicting moral values, resulting in the sacrifice of at least one
help moral reasoning & are widely used in ethics/psychology education
trolley problem
divert a train to save five people but kill one person on the other track
2D immersive education
effective at improving retention & understdning but can lack emotional involvement (Shah & Khan, 2015)
VR immersive education (Savickaite & Simmons, 2022)
creates immersive & emotionally engaging experiences
but rarely used for teaching abstract moral concepts
VR vs 2D immersive education
VR increases affective and behavioural engagement
2D supports cognitive engagement more consistently.
Findings support prior literature (Slater & Sanchez-Vives, 2016; Jennah et al., 2023) and highlight that presence doesn’t always equal learning.
Supports Savickaite & Simmons (2022): VR must be combined with active learning and reflection to be effective
cannot just leave individuals within VR world, must have ability tor reflect
role of novelty in VR
shapes how VR is experienced
initial boosts engagement but can distract from moral reasoning
recommendations for increasing novelty in VR
Combine VR with guided reflection
Include onboarding to reduce novelty overload
Use VR thoughtfully, not just for “wow factor.”