3.3. Procedure
The VRBT group utilized VR applications installed on mobile phones (
Tables 2 and
3). As shown in
Table 1, the study spanned eight weeks, with seven 60-minute sessions conducted each week, beginning on September 1, 2021. During the first week of the intervention, both participant groups completed the pre-tests (academic achievement test and self-reported perceptions of engagement). Subsequently, we evaluated the VR equipment and instructional materials to ensure optimal outcomes for VRBT. The VRBT group also familiarized themselves with the VR tools and classroom setup, minimizing the potential impact of the new technology on their education.
| Sessions | Subject of Education | Application Used |
|---|
| 1 | General body anatomy | Anatomy learning-3D anatomy |
| 2 | Anatomy and physiology of the heart (1) | Living heart for cardboard VR |
| 3 | Anatomy and physiology of the heart (2) | Living heart for cardboard VR |
| 4 | Respiratory physiology (1) | Respiratory system anatomy Pro |
| 5 | Respiratory physiology (2) | Respiratory system anatomy Pro |
| 6 | Brain anatomy (1) | Brain anatomy Pro VR |
| 7 | Brain anatomy (2) | Brain anatomy Pro VR |
Abbreviations: VR, virtual reality.
| Group | VRBT | TL |
|---|
| Activates | (1) Testing VR devices; (2) introducing the content and prerequisites of the lesson; (3) dividing randomly students into 10 subgroups of three people; (4) using headset VR Box 105; (5) performing face-to-face classroom activities by each subgroup | (1) Introducing the content and prerequisites of the lesson; (2) learning the material through the Moodle cloud and anatomy textbooks; (3) doing learning activities and assignments together; (4) students' discussion; (5) summarizing the answers by teacher |
Abbreviations: VRBT, virtual reality-based teaching group; TL, traditional learning group; VR, virtual reality.
From the second week to the seventh week, the professor delivered anatomy lessons to the VRBT group. Each week, the professor introduced the lesson content and requirements during a 10-minute session. Students were then instructed to perform specific activities designed to help them understand scientific concepts and immerse themselves in VR scenarios. Due to a limited number of VR devices, the students were divided into 10 random subgroups of three individuals each. These subgroups used the headset VR Box 105 during their learning activities. The mobile phones were placed into the VR Box 105, and wired headphones were connected for audio. Students operated the VR applications (
Table 4) using a remote control provided with the VR Box 105.
| Variables | TL | VRBT | Difference |
|---|
| Age (y) | | | |
| 20 - 21 | 15 (48) | 17 (55) | 2 |
| 21 - 22 | 16 (52) | 14 (45) | 2 |
| Gender | | | |
| Female | 18 (58) | 15 (48) | 3 |
| Male | 13 (42) | 16 (52) | 3 |
| GPA; Group | Mean | Difference of Means | t | P-Value |
| VRBT | 17.56 | 0.56 | 0.78 | 0.81 |
| TL | 18.12 |
Abbreviations: VRBT, virtual reality-based teaching; TL, traditional learning.
a Values are expressed as No. (%) unless otherwise indicated.
During the VR experience, students viewed images and listened to audio through the wired headphones, with each student experiencing approximately 7 to 8 minutes of virtual scenarios. After completing the VR activities, each subgroup participated in in-person classroom tasks. These tasks involved completing and reviewing printed educational exercises listed on a checklist (
Table 3).
The TL group, on the other hand, received instruction using a traditional teaching approach.
The students in this group also utilized the Moodle Cloud platform and online educational resources. These students were randomly divided into six smaller groups, each consisting of five students. They were taught the same material using traditional in-person teaching methods, combined with the Moodle Cloud, within a standard classroom setting. During each session, the teacher used PowerPoint presentations and videos to deliver the lesson content. Following this, each subgroup gained additional knowledge through the Moodle Cloud platform and anatomy textbooks, completing learning tasks and exercises collaboratively.
In the Moodle Cloud, students accessed a video, a PDF document, and an assignment during every session. After the students engaged in discussions, the teacher summarized their responses and provided feedback (
Table 3). To ensure that both the VRBT and TL groups received identical educational content, two anatomy professors not involved in the study reviewed the application programs listed in
Table 2. Based on this, they developed the educational materials for the TL group and taught the same content to that group.
Additionally, to address potential variables affecting the TL group, Moodle Cloud was used solely as an internet-based platform for organizing educational resources, rather than as a standalone method that could influence the TL group's outcomes. Consequently, this platform did not introduce confusion, and both groups (TL and VRBT) were equally familiar with the Moodle Cloud environment.
In the eighth week, both groups of students completed the post-tests. Students in the VRBT group were also interviewed by the researchers and completed the attitude toward VRBT Questionnaire.
Applications used to teach content in the virtual reality-based teaching (VRBT) group
3.4. Measurement Tools
3.4.1. Academic Achievement Test
Two anatomy professors contributed to the development of a test, which included both a pre-test and a post-test, to evaluate student performance. The content of the pre-test and post-test was designed to minimize the potential influence of test similarity on the learners.
The pre-test comprised 25 questions aimed at assessing whether students possessed the same level of pre-existing anatomy knowledge before participation. This included 10 true-or-false items and 15 multiple-choice items, with a total score of 40.
The post-test consisted of 24 items designed to evaluate anatomy knowledge and student progress in the learning modules. This included eight multiple-choice questions, eight true-or-false questions, five fill-in-the-blank items, and three short-response items.
- Cronbach's alpha was employed to measure the reliability of both the pre-test and post-test for multiple-choice items, with values exceeding 0.80, indicating acceptable internal consistency.
- The Kuder-Richardson Formula 21 (KR-21) was applied for other types of questions, with all items achieving reliability scores above 0.80. A panel of experts, including three educators, confirmed the content validity of the test. To ensure that the academic achievement tests adequately addressed all course objectives, the most recent pre-test and post-test were reviewed by anatomy professors and a panel of experts.
Every effort was made to eliminate barriers and ensure strong validity and reliability. Both the intervention and control groups took identical pre-tests and post-tests, which were administered in Persian.
3.4.2. Self-reported Perceptions of Engagement
To evaluate student engagement, the researchers developed a survey titled "Self-Reported Perceptions of Engagement", based on Reeve et al.'s (
24) study. Data from 50 undergraduate students were collected to create the draft questionnaire. Following an analysis of the collected data, the researchers designed a preliminary survey comprising 45 questions.
Based on feedback from experts at multiple universities, items deemed irrelevant or repetitive were removed from the initial version. The revised version consisted of 37 questions. A 5-point Likert scale was used for scoring, with responses categorized as follows: Completely agree (5), agree (4), partially agree (3), disagree (2), and completely disagree (1).
- Kaiser-Meyer-Olkin (KMO) and Bartlett's sphericity tests.
- A KMO value of 0.94 was achieved, indicating a highly satisfactory measure of sampling adequacy.
- Bartlett's test yielded a significant result (χ² = 8530.19; P < 0.000), confirming the appropriateness of the data for factor analysis.
- Internal consistency .
- The reliability coefficient, calculated using Cronbach's alpha, was 0.950, indicating excellent internal consistency.
- A secondary analysis confirmed a KMO value of 0.93 as excellent, with a significant result from Bartlett's test (χ² = 7719.09; P < 0.000).
The final survey included four components that collectively accounted for 51.11% of the total variance. Each component demonstrated a high degree of internal consistency:
- Behavioral engagement: 13 items, Cronbach's alpha = 0.863
- Emotional engagement: 10 items, Cronbach's alpha = 0.834
- Cognitive engagement: 7 items, Cronbach's alpha = 0.825
- Agency (student initiative): 6 items, Cronbach's alpha = 0.711
3.4.3. Attitude Toward Virtual Reality-Based Teaching Questionnaire
A modified attitude questionnaire was developed based on the attitude scale utilized in the study by Li et al. (
23). This five-point Likert scale survey assessed the treatment group's attitudes toward VRBT, ranging from completely agree (5) to completely disagree (0). The survey included ten items that addressed system operations and educational tasks in VRBT. The KR20 reliability score for the attitude survey exceeded the acceptable threshold of 0.7, achieving a value of 0.81, indicating strong reliability.
3.4.4. Interview
Semi-structured interviews were conducted to examine participants' satisfaction with the use of VR in an educational setting. Eleven students were randomly selected from the VRBT group to participate. The interviews consisted of 11 open-ended questions and were brief, ensuring participants could share their thoughts comfortably. Data from the interviews were collected and analyzed by two researchers independently. The researchers identified the most relevant statements from the responses and highlighted overlapping opinions to ensure accuracy and consistency in the analysis.
The questions included in the interview were as follows:
1. Are you familiar with VR software?
2. What were your thoughts on using VR goggles during the class?
3. Which method helps you learn more: This one or the traditional method?
4. How did this teaching method differ from the classes you had previously?
5. Do you believe that you will acquire more knowledge by using this software?
6. Did any technical issues arise while using the software?
7. What distinguishes this type of training from standard training?
8. Does using this software increase your motivation to learn?
9. Would you like to use this software in additional classes?
10. Have you experienced fatigue after using VR goggles multiple times?
11. Would you recommend this approach for other courses and various students?