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Baffico Clark Term Project 1
Baffico Clark Term Project 1
Dr. Bude Su
Table of Contents
Introduction....2
Methodology... 3
Prototype 3
Learners. 4
Tryout Conditions.. 5
Process... 6
Results. 7
Entry Conditions 7
Instruction.. 7
Outcomes... 9
Recommendations11
Summary...12
Appendix A... 12
Pretest Description... 12
Posttest Description. 12
Appendix B... 14
Introduction
prepare instructional designers to identify when a training scenario should consider virtual reality
as a media for training. Virtual reality is becoming increasingly popular, both for entertainment,
and in industry. Instructional designers need to be able to identify when VR should be considered
for training purposes. The VR for Instructional Design course has the potential make
instructional designers relevant and viable assets to organizations as technology advances into
Methodology
Prototype
The prototype training course, VR for Instructional Design, was created in IST
522 - Instructional Design, at California State University Monterey Bay, In the fall of 2016 by
ourselves and several other MIST students (see appendix ). The course is designed to teach
learners how to identify when virtual reality should be considered for training scenarios. The
course is designed to be contained within a single Google Form with multiple pages. Data is
collected after the user submits the form, and automatically updates a Google Sheet to be used
for data analysis. Course objective and descriptions are outlined below.
Main Objective. After completing this course, participants will be able to identify when
VR technology should be considered for instructional design purposes with 100 percent
accuracy.
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Agenda and Descriptions. The course consists of seven different parts. Each part is
sequential and must be completed before the participant can view the next part. Listed below are
1. Agenda and Objectives. On this page of the Google Form, are presented with an agenda
for the learning module, as well as the objective. The participant will verifies that they
are have at least twenty minutes to dedicate to the course. Their email is also recorded for
2. Pretest. Five multiple choice questions that examines the participants knowledge of
virtual reality in training scenarios. Same five questions are asked in the posttest
assessment.
3. Introduction. This section introduces the participant to the topic Virtual Reality in
Instructional Design. Includes brief overview of the concept, along with three YouTube
videos embedded on the page. The participant is instructed to view at least one of the
4. Direct Instruction: The participant views an embedded youtube video. Below the
presentation are four questions. The questions check for understanding on information
written on the slides. The questions must be answered correctly before the participant can
5. Guided Practice: The participants read a sample training scenario, and work through the
qualifying questions to determine if virtual reality is suitable for this training scenario.
6. Assessment. This section of the lesson assesses the learning objective through a series of
7. Feedback and conclusion. The final section gives the users a chance to reflect on the
Learners
The target learning population for this course is instructional designers (including
teachers) who are not experts at virtual reality instruction. Our experimental population included
It was critical that our learners have vested interest in instructional design.
Learners outside of this population could have skewed assessment scores due to lack of impact in
their respective fields. Users within the target population can use information learned in the
course to influence decisions about virtual reality and training training to make an impact in the
Twenty-eight learners took the course under the tryout conditions, including five under
usability test conditions. Eleven of the participants were MIST program students, and twenty
participants were classroom teachers at the time the course was taken - see table 1.1.
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Tryout Conditions
Since the prototype allows for asynchronous completion of the course, most
participants completed the course under their own conditions. All participants noted that they
were able to dedicate a continuous twenty minutes to completing the course before starting. Five
of the participants were observed. Three instances were done in person, and two were done over
a screencast session with an examiner. All observed sessions included only the participant and
one examiner.
Process
The tryout process consisted of three parts. 1) Pre and posttest to measure learning, 2)
Pretest and Posttest. The pretest and posttest are present to measure learning of the
targeted objective. Pretest is given before instruction, and used to determine participants
knowledge of VR and instructional design before learning tasks are presented. Pretest consists of
five multiple choice questions asking if a VR should be considered for a certain training
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scenario. Posttest consists of the same five questions allow the experiment to have repeated
measurements.
two examiners for the purpose of a usability test. Examiners would ask clarifying questions to
identify what the participant was looking for on the page. The Examiners would also ask the
participants to read aloud whenever they would reread a portion of the page. The observations
were video recorded to document statements, and keep track of the time spent on each portion of
the course.
following the posttest. The questionnaire was required for the course to be completed. The
Results
Entry Conditions
Both intended entry conditions and observed entry conditions were similar. Only
individuals who had a relevance to learning about virtual reality and instructional design
K-12 educators and MIST students. The course was directed at individuals who had not had prior
experience identifying when virtual reality should be used in training scenarios. Our feedback
2.07 (1 being little to no prior knowledge, 5 being a great deal of prior knowledge).
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Instruction
allowed for participants to reflect on what they liked about the course, and what they found
troubling or difficult.
Intended Instruction. Instruction was intended to be easy to navigate. Google Forms are
not often used as a course or training material. Google Forms are often used to collect feedback
or assess instruction. The examiners wanted to know how the instruction was received, as well as
identifying if it could be considered effective. Designers indicated that the course should take the
learner no longer than twenty minutes. Examiners were able to test this through observation.
Observed Instruction. Examiners determined that the average instructional time for the
five people observed was 18.9 minutes. One participant went over the 20 minute allotted time to
take the course. We hypothesize that time taken on the course by observed participants could be
inflated due to the participant having to read aloud and clarify different parts of the course.
Participants spent the longest time on the direct instruction portion of the course - see table 2.1
below.
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Table 2.1
Comments in the feedback portion indicated that three participants thought that the
instruction needed no improvements. Two participants indicated that they would have liked to
see more guided practice. One participant thought the course could have been more engaging.
One participant thought the posttest questions should be different than the pretest - see figure 2.2.
Figure 2.2
Outcomes
Intended Outcomes. Our team hypothesised that completion of the prototype would
increase test results of the participants. The null hypothesis without training is that there would
be no significant difference in test scores. The research hypothesis is that there will be a
statistically significant increase between pretest and posttest scores of the same participants.
Observed Outcomes. Mean scores from pretest to posttest increased from 4.14 to 4.5.
Since all participants completed both a pretest and a posttest assessment, we used a paired two
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sample t-test for dependant samples to test validity. The test statistic was 2.56. Since our
hypothesis was directional, we compared it to the t critical one tail value. Since our test statistic
was greater than the t critical one tail value, we reject the null hypothesis and accept the research
hypothesis - see table 2.3 below. The course was a statistically significant factor in participants
Table 2.3
Learners were tested on only one learning objective. Since test determined statistically
feedback portion of the course, learners were asked about their understanding of VR and
instructional design before the course, and their level of understanding after the course see table
2.4. Users self-reported an average after course understanding quotient of 4.25, an increase on
the average initial understanding quotient of 2.07 (1 being little to no prior knowledge, 5 being a
Table 2.4
Recommendations
After observing certain learners take the module and getting feedback from others, we
We want to see more guided practice, so that learners are able to have a better
We want to avoid case sensitive answer checks so that learners dont become frustrated
While Google Forms is not a typical learning management platform, it can be incredibly useful
but perhaps more graphics and explanations in general would be helpful to a variety of learners.
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Summary
Upon prototype examination, our team hypothesized that there would be a statistically
significant increase between the pretest and posttest scores after taking the Virtual Reality and
Instructional Design Module. Pretest and posttest data analysis showed evidence that learning
indeed occurred to a significant degree.We also aimed to explore the reception and usability
aspects of the course. Through our post-course survey, we received valuable feedback about the
prototype from learners. Much of this feedback resulted in recommendations that will improve
the course. Our observation also revealed aspects of the product that were not self-reported in the
feedback. We recommend that more research be done to evaluate the usability and effectiveness
of the course medium (Google Forms) as a viable means for instruction or training.
Appendix A
The pretest and posttest for the module discussed were identical. The users encountered
this before the training material, and once again after. This section came before the feedback and
conclusion page. Both the pretest and posttest were preceded by a respective title and text
Pretest Description
Before we get started, we would like to evaluate your understanding of when VR should
be considered for instruction. Please answer the following questions to the best of your ability
Posttest Description
It's time to test your ability to identify if a situation could utilize VR to assist in
1. Scenario: Medical school students need training to locate the liver without puncturing any
other organs. Cadavers are expensive and are needed later for more in depth procedures.
Should VR be considered?
a. Yes*
b. No
2. Scenario: School district staff members need training on how to schedule meetings using
a. Yes
b. No*
3. Scenario: S.W.A.T. team members need active shooter training for various building
layouts (banks, schools, offices). Organizations are hesitant to allow such training on
a. Yes*
b. No
4. Scenario: First grade teachers are asked to train students on proper pedestrian safety
procedures, including looking both ways. Teachers are concerned about taking their
a. Yes*
b. No
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5. Scenario: A preschool teacher wants to teach a lesson on how to tie shoes. All of her
students have shoes with laces. Last year, her students were fully engaged in this lesson,
a. Yes
b. No*
Appendix B
The conclusion and feedback page was given after the assessment had been taken.
Thank you for taking our course on Virtual Reality and Instructional Design. We hope
that the information gained from taking this course will influence your decisions in
regards to using VR in your instructional design. Your feedback of the course is greatly
appreciated.
Link to Course
https://drive.google.com/open?id=1o_7MXzb6e_xdQ-YIEyTVhM_gV0YUeaqtf5GTspwqPy8