David J. Ainge
Journal of Educational Computing
Research, Vol 14 No 4, 1996, p. 345-369
A grade six/seven class which constructed and explored 3D shapes worlds
with the VREAM program was compared with a grade five/six/seven control
group which constructed and examined shapes from card nets. Students were
tested on visualizing appearance of shapes from alternative viewpoints,
recognition of shapes in the environment, and writing shape names, before
and after the learning phase. Ease of using Virtual Reality (VR), and student
engagement with VR were observed informally. VR had little impact on shape
visualization and name writing, but strongly enhanced recognition. Students
had no major difficulty in using the VREAM program, and enthusiasm for VR
was unanimous and sustained.
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