TY - GEN
T1 - Virtual Collaboration Training for Freshman Undergraduate STEM Students
AU - Nersesian, Eric
AU - Ross-Nersesian, Jessica
AU - Spryszynski, Adam
AU - Lee, Michael J.
N1 - Publisher Copyright:
© 2020 IEEE.
PY - 2020/8/1
Y1 - 2020/8/1
N2 - Higher educational institutions formalize socialization for their incoming undergraduate student populations with traditional forms of physical classroom-based learning community (LC) skill-building environments; however, recent studies have shown that virtual LC environments can offer improved results over physical LC environments. This study examines whether incoming undergraduate science, technology, engineering, and math (STEM) students gain the same benefits to their academic performance regardless of whether they receive LC training in physical or virtual reality (VR) treatment. We found that either treatment of collaboration training improve the participants' academic performance in comparison to the control treatment. In addition, we found that the VR participants gave more academic help in social settings to their peers throughout the semester than their control group counterparts. Upon interviewing the two treatment group participants, we found that virtualization of collaboration may impact perceptions on leadership roles, group functions, and thinking about the future. This research shows that virtualizing LCs has the potential to expand and supplement existing learning structures, and create new ones where they were not previously available, and aims to offer a better understanding of the strengths and limitations of introducing VR technologies in higher education.
AB - Higher educational institutions formalize socialization for their incoming undergraduate student populations with traditional forms of physical classroom-based learning community (LC) skill-building environments; however, recent studies have shown that virtual LC environments can offer improved results over physical LC environments. This study examines whether incoming undergraduate science, technology, engineering, and math (STEM) students gain the same benefits to their academic performance regardless of whether they receive LC training in physical or virtual reality (VR) treatment. We found that either treatment of collaboration training improve the participants' academic performance in comparison to the control treatment. In addition, we found that the VR participants gave more academic help in social settings to their peers throughout the semester than their control group counterparts. Upon interviewing the two treatment group participants, we found that virtualization of collaboration may impact perceptions on leadership roles, group functions, and thinking about the future. This research shows that virtualizing LCs has the potential to expand and supplement existing learning structures, and create new ones where they were not previously available, and aims to offer a better understanding of the strengths and limitations of introducing VR technologies in higher education.
KW - Computer Aided Instruction
KW - Educational Technology
KW - Learning Communities
KW - STEM Education
KW - Virtual Reality
UR - http://www.scopus.com/inward/record.url?scp=85099060803&partnerID=8YFLogxK
UR - http://www.scopus.com/inward/citedby.url?scp=85099060803&partnerID=8YFLogxK
U2 - 10.1109/ISEC49744.2020.9280597
DO - 10.1109/ISEC49744.2020.9280597
M3 - Conference contribution
AN - SCOPUS:85099060803
T3 - 2020 9th IEEE Integrated STEM Education Conference, ISEC 2020
BT - 2020 9th IEEE Integrated STEM Education Conference, ISEC 2020
PB - Institute of Electrical and Electronics Engineers Inc.
T2 - 9th IEEE Integrated STEM Education Conference, ISEC 2020
Y2 - 1 August 2020
ER -