Using VR in education case study & role of creativity in experimental design

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(seminar 2) (case study 1)

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1
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Project mobius

  • to deliver learning experiences

  • app which can teach 

    • one of these apps was the trolley problem 

2
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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

3
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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

4
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trolley problem

  • divert a train to save five people but kill one person on the other track

5
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2D immersive education

  • effective at improving retention & understdning but can lack emotional involvement (Shah & Khan, 2015)

6
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VR immersive education (Savickaite & Simmons, 2022)

  • creates immersive & emotionally engaging experiences

  • but rarely used for teaching abstract moral concepts

7
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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

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role of novelty in VR

  • shapes how VR is experienced

  • initial boosts engagement but can distract from moral reasoning

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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.”