Skip to main content
Log in

Making in virtual reality environments: a case study of K-12 teachers’ perceptions on the educational affordances of virtual reality for maker-centered learning

  • Research Article
  • Published:
Educational technology research and development Aims and scope Submit manuscript

Abstract

The emergence of immersive VR technology in K-12 educational spaces has created a need for research examining the affordances and constraints of this technology for student learning. The current study uses a case-study methodology to illustrate K-12 secondary science teachers’ perceived affordances and constraints of using immersive VR tools to develop maker-centered learning experiences which align with curricular goals following a professional development experience. Findings suggest teachers were able to design student-centered maker learning experiences using immersive VR devices that addressed K-12 science content. In addition, participants discovered ways to overcome reported challenges, and develop teaching artifacts as well. This study offers a model for teacher educators in this area, examples of curriculum aligned learning activities, and provides a foundation for future research on integration of VR in K-12 contexts.

This is a preview of subscription content, log in via an institution to check access.

Access this article

Price excludes VAT (USA)
Tax calculation will be finalised during checkout.

Instant access to the full article PDF.

Similar content being viewed by others

References

  • Billingsley, G., Smith, S., Smith, S., & Meritt, J. (2019). A systematic literature review of using immersive virtual reality technology in teacher education. Journal of Interactive Learning Research, 30(1), 61–90.

    Google Scholar 

  • Caratachea, M., & Jones, W. M. (2020). Constructionism in maker-centered learning: A systematic literature review. American Educational Research Association.

    Google Scholar 

  • Carmigniani, J., Furht, B., Anisetti, M., Ceravolo, P., Damiani, E., & Ivkovic, M. (2011). Augmented reality technologies, systems, and applications. Multimedia Tools and Applications, 51(1), 341–377. https://doi.org/10.1007/s11042-10-660-6

    Article  Google Scholar 

  • Checa, D., & Bustillo, A. (2020). A review of immersive virtual reality serious games to enhance learning and training. Multimedia Tools and Applications, 79(9–10), 5501–5527. https://doi.org/10.1007/s11042-019-08348-9

    Article  Google Scholar 

  • Clapp, E., Ross, J., Ryan, J., & Tishman, S. (2017). Maker-centered learning: Empowering young people to shape their worlds. Jossey-Brass.

    Google Scholar 

  • Creswell, J. W., & Creswell, J. D. (2018). Research design: Qualitative, quantitative, and mixed methods approaches (5th ed.). SAGE.

    Google Scholar 

  • Fransson, G., Holmberg, J., & Westelius, C. (2020). The challenges of using head mounted virtual reality in K-12 schools from a teacher perspective. Education and Information Technologies, 25(4), 3383–3404. https://doi.org/10.1007/s10639-020-10119-1

    Article  Google Scholar 

  • Freina, L., & Ott, M. (2015). A literature review on immersive virtual reality in education: State of the art and perspectives. https://www.researchgate.net/publication/280566372

  • Häfner, P., Dücker, J., Schlatt, C., & Ovtcharova, J. (2018). Decision support methods for using virtual reality in education based on a cost-benefit-analyses. Paper presented at the 4th international conference of the virtual and augmented reality in education (VARE 2018), September 17–18 2018, Budapest, Hungary

  • Halverson, E. R., & Sheridan, K. (2014). The maker movement in education. Harvard Educational Review, 84(4), 495–504.

    Article  Google Scholar 

  • Holmberg, J. (2019). Designing for added pedagogical value: A design-based study of teachers’ educational design with ICT. Doctoral dissertation. Department of Computer and Systems Sciences, Stockholm University

  • Jensen, L., & Konradsen, F. (2018). A review of the use of virtual reality head-mounted displays in education and training. Education and Information Technologies, 23(4), 1515–1529. https://doi.org/10.1007/s10639-017-9676-0

    Article  Google Scholar 

  • Jones, W. M., Caratachea, M., & Schad, M. (2020b) Authentic maker experiences as teacher professional development. Paper presented at the annual meeting of the American Educational Research Association

  • Jones, W. M., Caratachea, M., & Cohen, J. D. (2020a). Examining K-12 teacher learning in a makerspace through the activity-identity-community framework. Journal of Research on Technology in Education, 53, 317.

    Article  Google Scholar 

  • Jones, W. M., Cohen, J. D., Schad, M., Caratachea, M., & Smith, S. (2019). Maker-centered teacher professional development: Examining K-12 teachers’ learning experiences in a commercial makerspace. TechTrends. https://doi.org/10.1007/s11528-019-00425-y

    Article  Google Scholar 

  • Jowallah, R., Bennett, L., & Bastedo, K. (2018). Leveraging the affordances of virtual reality systems within K-12 education: Responding to future innovations. FDLA Journal, 3(7), 1–14.

    Google Scholar 

  • Kwon, C. (2019). Verification of the possibility and effectiveness of experiential learning using HMD-based immersive VR technologies. Virtual Reality, 23(1), 101–118. https://doi.org/10.1007/s10055-018-0364-1

    Article  Google Scholar 

  • Levin, M. F. (2011). Virtual reality: Rehabilitation applications in children with disabilities. On the Uptake. http://www.neurodevnet.ca/sites/default/files/neurodevnet/download/Virtual%20reality_english.pdf

  • Ludlow, B. L. (2015). Virtual reality: Emerging applications and future directions. Rural Special Education Quarterly, 34(3), 3–10. https://doi.org/10.1177/875687051503400302

    Article  Google Scholar 

  • Maas, M. J., & Hughes, J. M. (2020). Virtual, augmented and mixed reality in K–12 education: A review of the literature. Technology, Pedagogy and Education, 29(2), 231–249. https://doi.org/10.1080/1475939X.2020.1737210

    Article  Google Scholar 

  • Majid, F. A., & Shamsudin, N. M. (2019). Identifying factors affecting acceptance of virtual reality in classrooms based on technology acceptance model (TAM). Asian Journal of University Education, 15(2), 52–60. https://doi.org/10.24191/ajue.v15i2.7556

    Article  Google Scholar 

  • Makransky, G., Terkildsen, T. S., & Mayer, R. E. (2017). Adding immersive virtual reality to a science lab simulation causes more presence but less learning. Learning and Instruction, 60, 225–236. https://doi.org/10.1016/j.learninstruc.2017.12.007

    Article  Google Scholar 

  • Martirosov, S., & Kopecek, P. (2017). Virtual reality and its influence on training and education - Literature review. Annals of DAAAM and Proceedings of the International DAAAM Symposium, pp. 708–717. https://doi.org/10.2507/28th.daaam.proceedings.100

  • Mikropoulos, T. A., & Natsis, A. (2011). Educational virtual environments: A 10-year review of empirical research (1999–2009). Computers & Education, 56(3), 769–780. https://doi.org/10.1016/j.compedu.2010.10.020

    Article  Google Scholar 

  • Miles, M. B., Huberman, A. M., & Saldaña, J. (2014). Qualitative data analysis: A methods sourcebook (3rd ed.). SAGE Publications, Inc.

    Google Scholar 

  • Minocha, S. (2015). The state of virtual reality in education—Shape of things to come. International Journal of Engineering Research, 4(11), 596–598.

    Article  Google Scholar 

  • Papanastasiou, G., Drigas, A., Skianis, C., Lytras, M., & Papanastasiou, E. (2019). Virtual and augmented reality effects on K-12, higher and tertiary education students’ twenty-first century skills. Virtual Reality, 23(4), 425–436. https://doi.org/10.1007/s10055-018-0363-2

    Article  Google Scholar 

  • Papert, S., & Harel, I. (1991). Situating constructionism. Constructionism, 36, 1–11.

    ADS  Google Scholar 

  • Parong, J., & Mayer, R. E. (2020). Cognitive and affective processes for learning science in immersive virtual reality. Journal of Computer Assisted Learning. https://doi.org/10.1111/jcal.12482

    Article  Google Scholar 

  • Patterson, T., & Han, I. (2019). Learning to teach with virtual reality: Lessons from one elementary teacher. TechTrends, 63(4), 463–469. https://doi.org/10.1007/s11528-019-00401-6

    Article  Google Scholar 

  • Saldaña, J. M. (2021). The coding manual for qualitative researchers (4th ed.). SAGE Publications.

  • Yin, R. K. (2018). Case study research and applications: Design and methods (6th ed.). Sage Publications, Inc.

    Google Scholar 

Download references

Funding

No funding was received for conducting this study.

Author information

Authors and Affiliations

Authors

Corresponding author

Correspondence to Matthew Caratachea.

Ethics declarations

Conflict of interest

The authors have no relevant financial or non-financial interests to disclose.

Additional information

Publisher's Note

Springer Nature remains neutral with regard to jurisdictional claims in published maps and institutional affiliations.

Appendices

Appendix 1

Weekly breakdown of professional development experience

Week

Description of activities

Tasks for the week

Pre-PD

Before beginning the PD, each participant will engage in a one-on-one pre-PD interview

No tasks for the week

Week 1

Group introduction to the Meta Quest and Gravity Sketch

Meta Quest basics

 Charging

 Internet connection

 Navigation

 Accessing Gravity Sketch

 Screen recording

Gravity Sketch Basics

 Starting a project

 Using the basic tools

 Saving

Show the participants the Schoology group that we will use for much of the communication—in order to streamline communication, provide opportunities for collaboration and troubleshooting, and to easily share video files

Due to COVID-19 health concerns the majority of the interaction will take place virtually

Distribute a copy of Maker-Centered Learning (Clapp et al., 2017) and an Meta Quest to each participant

Explore the Gravity Sketch App

 Communicate questions through Schoology

 Share interesting findings in Schoology

Read a section of Maker-Centered Learning (Clapp et al., 2017)

Week 2

Semi-structured Mini VR Maker Faire

Purpose:

 Learn how their first week of using the new tools went

 Address any questions that were or were not posted in Schoology

 Have anyone share successes for the week

 Share any artifacts made by the participants

Create something using Gravity Sketch to share with the group

 This could be anything— it could relate to content you teach or not

 Upload a short screen recording (1–2 min tops) of you explaining what you made to Schoology

Week 3

Semi-structured Mini VR Maker Faire

Purpose:

 Address any questions that were or were not posted in Schoology

 Have anyone share successes for the week

 Share artifacts and explain how you were able to create what you did

Make another artifact in Gravity Sketch and record a short video showing off what you made similar to last week

 Upload video to Schoology

Begin to look at the science content you teach (this could be upcoming content or something you’ve already taught)

 Think about how HMD VR and Gravity Sketch could be used to address curricular goals in the classroom

Week 4

Semi-structured Mini VR Maker Faire

Purpose:

 Address any questions that were or were not posted in Schoology

 Have anyone share successes for the week

 Share artifacts and explain how you were able to create what you did

 Share content connections and plan

Begin working on artifact that connects to content

Week 5

Semi-structured Mini VR Maker Faire

This will focus on the lesson plan format we will use

 The goal is to be simple yet effective

Continue working on artifact that connects to content

Begin working on lesson plan write up

Week 6

No semi-structured Mini VR Maker Faire (unless something comes up in Schoology)

Finish artifact

Finish lesson plan write up

 Record video explaining the artifact and content connections

 Upload to Schoology

Week 7

Semi-structured Mini VR Maker Faire

Group reflections on the process

Share videos of final artifacts and lesson plans

No tasks for Week 7

Week 8

Individual semi-structured post-PD interviews

More in-depth questions about the process

No tasks for Week 8

Appendix 2

Pre-PD interview question

Example probing sub questions

Can you describe the experience you have had with VR in the past?

Was this experience related to your work as a teacher at all?

Have you ever used VR as a tool to make something? If so can you describe the experience?

How would you describe your interest-level in VR?

 

Do you see VR as a tool that could be integrated into your classroom?

If so, how could VR be used as a tool in your classroom?

Do you ever incorporate students making things in your classroom?

If so, do you see any benefits to students making things in your classroom?

If not, do you see any possible benefits to students making things in your classroom?

Is this something that you could tie to the content you teach? Why or why not?

What are you hoping to get out of this professional development experience?

 

Appendix 3

Post-PD interview question

Example probing sub questions

Can you describe the artifacts you made during the PD experience?

What inspired you to create these particular artifacts?

What was it like learning to use VR as a creative tool?

Did you get more comfortable using VR through this process? Why or why not?

How did it make you feel to create something in VR?

Did this PD experience inspire you to want to do this in your classroom?

What did you like about creating in VR?

 

Did you face any struggles during the PD when you were trying to complete the tasks each week?

Do you think students would face any of these struggles if you were to implement this in your classroom?

As a teacher how would you address these struggles?

Has making or creating an object using VR helped you understand something besides what you set out to create?

 

Can you describe what it was like connecting VR to your content area?

 

Was this experience beneficial to you? If so, how?

How would you compare this professional development experience to previous professional developments as a teacher?

Did you feel a sense of community throughout the PD experience?

What did you learn through this professional development experience?

What was the most difficult aspect of the professional development? Why?

Were you anxious about anything when learning about what the professional development entailed?

Do you see VR as a tool you could use in your classroom?

Why or why not?

How would you like to use VR in your classroom?

Is there anything standing in the way of you using VR in your classroom?

What could have improved your learning during this PD experience?

 

Appendix 4

Building DNA Using VR

Curricular Standard

  • BIO 5. The student will investigate and understand common mechanisms of inheritance and protein synthesis. Key concepts include e) historical development of the structural model of DNA; f) genetic variation; i) use, limitations, and misuse of genetic information; and j) exploration of the impact of DNA technologies.

Background knowledge

  • Students will have learned about the different parts of DNA. They would have had an introduction to nucleotides and the structure of DNA with the sugar/phosphate backbone and the A,T,C,G nucleotide bases.

Describe what the students will be doing

  • Students will be building their own model of DNA in gravity sketch that includes the sugar/phosphate backbone, nucleotide bases, and the bases properly matched up. All parts will need to be labeled by the students.

Describe what the you as the teacher will be doing

  • The teacher will provide an introduction to DNA and the gravity sketch program prior to students building the 3D model. The teacher will also monitor students and help troubleshoot any issues students may have while building the model.

Outcomes—what would you like the students to come out of this learning experience with?

  • I would like students to understand the structure of DNA and how the parts of a nucleotide join together for honors biology or regular biology. I would also love to do this at an upper level with AP Biology or genetics and biotech and have students add on to the model and show DNA replication or protein synthesis.

Additional notes (if needed)

  • This can be easily differentiated depending on the type of student you had. You could start with all the pieces already there for students to put together and label, OR you could give them a set of DNA bases they had to create the base pairs to match it, or you could get really high level with AP Biology students and start with DNA but students have to take it apart (unzip the DNA) and the show replication, and lead into protein synthesis.

Rights and permissions

Springer Nature or its licensor (e.g. a society or other partner) holds exclusive rights to this article under a publishing agreement with the author(s) or other rightsholder(s); author self-archiving of the accepted manuscript version of this article is solely governed by the terms of such publishing agreement and applicable law.

Reprints and permissions

About this article

Check for updates. Verify currency and authenticity via CrossMark

Cite this article

Caratachea, M., Monty Jones, W. Making in virtual reality environments: a case study of K-12 teachers’ perceptions on the educational affordances of virtual reality for maker-centered learning. Education Tech Research Dev 72, 155–180 (2024). https://doi.org/10.1007/s11423-023-10290-5

Download citation

  • Accepted:

  • Published:

  • Issue Date:

  • DOI: https://doi.org/10.1007/s11423-023-10290-5

Keywords

Navigation