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Virtual Reality as a Teaching Tool for Moon Phases and Beyond

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 Added by Jack Madden
 Publication date 2018
  fields Physics
and research's language is English




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A ball on a stick is a common and simple activity for teaching the phases of the Moon. This activity, like many others in physics and astronomy, gives students a perspective they otherwise could only imagine. For Moon phases, a third person view and control over time allows students to rapidly build a mental model that connects all the moving parts. Computer simulations of many traditional physics and astronomy activities provide new features, controls, or vantage points to enhance learning beyond a hands-on activity. Virtual reality provides the capabilities of computer simulations and embodied cognition experiences through a hands-on activity making it a natural step to improve learning. We recreated the traditional ball-and-stick moon phases activity in virtual reality and compared participant learning using this simulation with using traditional methods. We found a strong participant preference for VR relative to the traditional methods. However, we observed no difference across conditions in average levels of performance on a pre/post knowledge test.



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We report on the initial phase of an ongoing, multi-stage investigation of how to incorporate Virtual Reality (VR) technology in teaching introductory astronomy concepts. Our goal was to compare the efficacy of VR vs. conventional teaching methods using one specific topic, Moon phases and eclipses. After teaching this topic to an ASTRO 101 lecture class, students were placed into three groups to experience one of three additional activities: supplemental lecture, hands-on activity, or VR experience. All students were tested before and after their learning activity. Although preliminary, our results can serve as a useful guide to expanding the role of VR in the astronomy classroom.
Introductory electricity and magnetism lab manual was designed to use with virtual Physics II class. The lab manual consists of experiments on electrostatics, electric potential and energy, current and resistance, DC circuits, electromagnetism, and AC circuits. Virtual experiments were based on simulations. Open educational resources (OER) were used for all experiments. Virtual experiments were designed to simulate in-person physical lab experiments. Special emphasis was given to computational data analysis with excel. Formatted excel sheets per each lab were given to students and step by step calculation in excel were explained during the synchronous class. Learning management system (LMS) was used to fully web enhance the lab class. Virtual labs were delivered by using live video conference technology and recorded lab sessions were added to LMS. Lab class were tested with both virtual delivery methods (synchronous and asynchronous). Student learning outcomes (understand, apply, analyze and evaluate) were studied with detailed lab reports and end of the semester lab-based written exam which confirmed the virtual lab class was as effective as the in-person physical lab class.
A set of virtual experiments were designed to use with introductory physics I (analytical and general) class, which covers kinematics, Newton laws, energy, momentum, and rotational dynamics. Virtual experiments were based on video analysis and simulations. Only open educational resources (OER) were used for experiments. Virtual experiments were designed to simulate in-person physical laboratory experiments. All the calculations and data analysis (analytical and graphical) were done with Microsoft excel. Formatted excel tables were given to students and step by step calculations with excel were done during the class. Specific emphasis was given to student learning outcomes such as understand, apply, analyze and evaluate. Student learning outcomes were studied with detailed lab reports per each experiment and end of the semester written exam (which based on experiments). Lab class was fully web-enhanced and managed by using a Learning management system (LMS). Every lab class was recorded and added to the LMS. Virtual labs were done by using live video conference technology and labs were tested with the both synchronous and asynchronous type of remote teaching methods.
This is the third series of the lab manuals for virtual teaching of introductory physics classes. This covers fluids, waves, thermodynamics, optics, interference, photoelectric effect, atomic spectra, and radiation concepts. A few of these labs can be used within Physics I and a few other labs within Physics II depending on the syllabi of Physics I and II classes. Virtual experiments in this lab manual and our previous Physics I (arXiv.2012.09151) and Physics II (arXiv.2012.13278) lab manuals were designed for 2.45 hrs long lab classes (algebra-based and calculus-based). However, all the virtual labs in these three series can be easily simplified to align with conceptual type or short time physics lab classes as desired. All the virtual experiments were based on open education resource (OER) type simulations. Virtual experiments were designed to simulate in-person physical laboratory experiments. Student learning outcomes (understand, apply, analyze and evaluate) were studied with detailed lab reports per each experiment and end of the semester written exam which was based on experiments. Special emphasis was given to study the student skill development of computational data analysis.
We report on our ongoing efforts to develop, implement, and test VR activities for the introductory astronomy course and laboratory. Specifically, we developed immersive activities for two challenging 3D concepts: Moon phases, and stellar parallax. For Moon phases, we built a simulation on the Universe Sandbox platform and developed a set of activities that included flying to different locations/viewpoints and moving the Moon by hand. This allowed the students to create and experience the phases and the eclipses from different vantage points, including seeing the phases of the Earth from the Moon. We tested the efficacy of these activities on a large cohort (N=116) of general education astronomy students, drawing on our experience with a previous VR Moon phase exercise (Blanco (2019)). We were able to determine that VRbased techniques perform comparably well against other teaching methods. We also worked with the studentrun VR Club at San Diego State University, using the Unity software engine to create a simulated space environment, where students could kinesthetically explore stellar parallax - both by moving themselves and by measuring parallactic motion while traveling in an orbit. The students then derived a quantitative distance estimate using the parallax angle they measured while in the virtual environment. Future plans include an immersive VR activity to demonstrate the Hubble expansion and measure the age of the Universe. These serve as examples of how one develops VR activities from the ground up, with associated pitfalls and tradeoffs.
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