Eurasia Journal of Mathematics, Science & Technology Education, 2014, 10(6), 565-574
Effects of a Haptic Augmented
Simulation on K-12 Students’
Achievement and their Attitudes
towards Physics
Turhan Civelek, Erdem Ucar & Hakan Ustunel
Trakya University, TURKEY
Mehmet Kemal Aydın
Yıldız Technical University, TURKEY
Received 23 August 2013; accepted 18 July 2014
The current research aims to explore the effects of a haptic augmented simulation on
students‟ achievement and their attitudes towards Physics in an immersive virtual reality
environment (VRE). A quasi-experimental post-test design was employed utilizing
experiment and control groups. The participants were 215 students from a K-12 school in
Istanbul, Turkey. The students were split into two groups and each group were
respectively taught the subject „mass gravity in the solar system‟, employing traditional
instructional methods for the control group and, as a treatment, utilizing a haptic force
feedback application in a VRE for the experiment group. The data was gathered through
an attitude questionnaire and an achievement test was analyzed administering descriptive
and comparative analyses. Findings illustrated that use of a haptic force feedback
application in a VRE had a significant and positive effect on students‟ achievement, as well
as on their motivation, encouragement, autonomy, and learning quality.
Keywords: Haptics force feedback applications, immersive virtual reality environments,
haptics augmented simulations, experiential learning.
INTRODUCTION
Kolb (1984) defined learning as “the process
whereby knowledge is created through grasping and
transforming experience” (p. 38). In his definition, Kolb
(1984) put an emphasis on three aspects of learning; a
process not a product, knowledge creation, and grasping
and transforming experience. These themes mostly
concur with common characteristics of experiential
learning models presented in the literature. In almost
every contemporary learning theory or model, especially
in constructivism, the dominant learning theory of our
Correspondence to: Turhan Civelek;
Department of Computer Engineering, PhD
Candidate, Trakya University/TURKEY
E-mail: turhancivelek@yahoo.com
doi: 10.12973/eurasia.2014.1122a
age, knowledge construction and experience
transformation play a fundamentally central role.
Specifically, an effective instruction in some realms, like
Physics, Chemistry and Medicine, may require
constructing knowledge through making observations
and grasping experiences, together with gaining
sensorimotor skills through hands-on practice. This can
only be possible in an immersive learning environment
that includes multi-sensory modalities (Dionisio et all,
1997; Santos & Carvalho, 2013). However, today‟s
traditional classroom settings are not efficient enough to
help students construct their knowledge through
experience, interaction, and observation. In most
traditional classroom settings, students are only exposed
to visual and auditory stimuli. In this vein, some
subjects like study of forces in Physics which are usually
based on abstract concepts are normally taught in a
theoretical way. Thus, students have difficulty in
Copyright © 2014 by iSER, International Society of Educational Research
ISSN: 1305-8223
T.Civelek et. al
State of the literature
Virtual reality learning environments (VRE) with
haptic augmented simulations are gaining currency
in the field of education, as well as in many other
realms including medicine, engineering and the
military.
Although it is growing gradually, VRE and haptic
in education literature is relatively sparse;
consequently, there is a gap in theory and praxis in
the field of science education, particularly in
teaching abstract subjects of Physics like
gravitational forces.
Students can benefit from immersive VRE and the
use of haptic force feedback applications in science
classes. This can lead to more effective and
permanent learning through their experiences and
observations.
Contribution of this paper to the literature
In the current study, a haptic force feedback
application in a VRE that simulates the
gravitational forces between the sun and the earth
was designed and its effects on students‟ Physics
achievement and their attitude were explored.
Although there has been much research
investigating the effects of using mostly visual ICT
equipment in classes, in this study we employed an
immersive VRE with haptic devices, which enable
not only visual and auditory, but also tactile and
multi-sensory (haptic) stimuli for students.
On the theoretical side, our study purported
invaluable contributions in extending the existing
sparse haptics in education literature and provided
strong proof indicating the moderating effect of
haptic force feedback applications on students‟
academic achievement and their attitudes towards
Physics.
On a more practical side, we propose that VREs
with haptic embodied instruction are both feasible
and effective. Thus, they should be disseminated
across high schools in order to provide students
with an immersive learning environment which will
facilitate the teaching of abstract subjects in Physics
and will help students engage in science more.
learning these subjects and experience a big downturn in
their motivation (Santos & Carvalho, 2013).
Physics is a realm of science based on conceptual
foundations. Hence, teaching and learning these abstract
concepts may present some obstacles for both teachers
and students. For instance, Santos and Carvalho (2013)
asserted that “Physics ... is an area normally taught in a
very abstract and theoretical way and students have
extreme difficulty in relating those concepts with their
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practical application” (p. 7). However, Bozkurt (2008)
claims that, in fact, it is not so difficult to teach students
abstract laws and concepts of Physics. For example, the
gravitational forces of Physics, which is traditionally
taught by presenting students with theoretical and
abstract knowledge, is an appropriate subject for the
utilization of instructional simulations and haptics
applications (Santos & Carvalho, 2013). In this vein,
employing haptic applications in VRE, which foster
experiential learning of students by offering them an
immersive learning environment, may be a facilitator of
teaching abstract subjects of Physics (Bozkurt, 2008;
Civelek et all, 2012; Santos & Carvalho, 2013).
Research illustrates that learners are able to construct
knowledge more effectively through observation and
interacting with the virtual learning environments, as
well as grasping and transforming their experiences
(Bozkurt & Ilik, 2010; Karal & Reisoğlu, 2009; Kolb,
1984; Santos & Carvalho, 2013). In order to foster
experiential learning in science classes, there is a need
for immersive virtual learning environments that enable
students to interact through touch and getting feedback
from virtual objects. Consequently, it is imperative to
design and develop immersive learning environments
that enable students to link their theoretical knowledge
with praxis, particularly when they are trying to master
abstract concepts of Physics. However, there is sparse
empirical research in the literature that proves feasibility
or effectiveness of employing haptic augmented VREs
in school education, particularly in elementary,
vocational or high schools, which best illustrates the
existing gap and the significance of the current study.
Since its results are robust and promising, the current
study proves the feasibility and effectiveness of haptic
augmented simulations in a VRE in teaching abstract
concepts of Physics, as well as providing an insight as to
future research.
Literature Review
The word haptic originated from the Greek word
haptesthai, meaning to touch. Scientifically, it is mostly
specified as the sense of touch (Salisbury, 1999).
Initially, haptic devices were preliminarily used for
handling dangerous materials such as nuclear or
chemical materials. Later, in the 1960s, researchers
started to design haptic devices. In 1993, Salisbury and
Massie introduced the Personal Haptic Interface
Mechanism, the PHANTOM. With the introduction of
the Phantom haptic interface, computer haptics became
a new research domain (cited in Salisbury & Srinivasan,
1997).
Some scholars asserted that haptic augmented
simulations can provide deeper learning (Bozkurt & Ilik,
2010; Civelek et all, 2012; Gelbart, Brill, & Yarden,
2009). Particularly, it is accepted that simulations can
© 2014 iSER, Eurasia J. Math. Sci. & Tech. Ed., 10(6), 565-574
Haptic augmented simulation
expand the knowledge of students and help them to
acquire higher learning objectives (Bozkurt & Ilik, 2010;
Riess & Mischo, 2010). Simulations in an immersive
VRE surround users physically with an interactive
artificial world, by means of which a person can interact
with virtual objects and get feedback from them. As the
virtual world can change simultaneously by responding
to user input, it is a world of real-time interaction. While
this interaction can be visual, auditory and tactile, it can
also be via different sensations, such as smell and taste.
VREs try to create an immersive environment perceived
as real by the human mind by stimulating users‟ multisensory modalities. In addition, haptic augmented
simulations in VRE are well-suited with constructivism,
as they provide more meaningful learning environments
(Karal & Reisoğlu, 2009).
Another advantage of employing VRE simulations in
experimenting is that they enable students to perform
tasks and conduct operations in a safe and confident
way, without fear of making mistakes or having a
serious accident, as can be the case in some real world
experiments (Santos & Carvalho, 2013). In addition,
materials are not wasted, cut or burnt and they do not
need to be painted or glued. When an error occurs,
there is an opportunity to „undo‟. Furthermore, some
operations that cannot be done in real world
experiments are achievable in VRE, such as copying and
scaling, deforming and automatic fixing. Another
advantage of employing VRE simulations in
experimenting is that they allow students to work with
dangerous materials such as explosive substances, or
inaccessible objects like the sun and the planets (Kim,
Berkley, & Sato, 2003).
Given the limitations of traditional computer-human
interfaces that provide only visual and auditory
information, haptic interfaces produce mechanical
signals that stimulate human sensory motor and tactile
channels. In the real world, when we touch a real object,
we apply forces. Together with the position and motion
of our hands and arms, these forces are transmitted to
the brain as tactile data (Hayward, Astley, CruzHernandez, Grant, & Robles-de-la-Torre, 2004). By
addressing the tactile sensation, haptic interfaces are
promising tools for helping of students with haptic
cognitive styles acquire a deeper understanding of
physical phenomena (Richard et all, 2002). Traditionally,
presenting theoretical knowledge in a non-immersive
learning environment may only stimulate students‟
sensation of hearing and seeing; however, without
making observations, interacting with objects, or doing
experiments, only hearing and seeing may not be
sufficient in order for students to have a permanent and
lasting learning experience, or to achieve a deeper
understanding of abstract concepts in Physics.
In order for students to achieve success in studying
abstract concepts of Physics, it is necessary to carry out
© 2014 iSER, Eurasia J. Math. Sci. & Tech. Ed., 10(6), 565-574
lessons based on doing experiments and hands-on
practice. This can be fulfilled by utilizing haptic
augmented VREs and making these VREs accessible for
teachers and students. According to Christodoulou,
Garyfallidou, Ioannidis, Papatheodorou and Stathi
(2009) “… VREs allow students to learn by following
his/her own pace, or even according to their interest.
Thus, users interact with the objects they choose in the
way they choose, and feel the feedback from their
actions (p. 11)”. Similarly, Fisch, Mavroidis, Bar-Cohen
and Melli-Huber (2003) asserted that the application to
entertainment or training simulation systems is equally
useful as it allows for the creation of an infinite number
of immersive environments to suit any need.
Although haptics augmented VREs are currently
used in a wide range of sectors, including medicine,
aviation and the military for instructional concerns, our
primary concern is that haptics can also be integrated
into school education, especially in teaching abstract
concepts of Physics. In this sense, in order to master
abstract concepts of Physics, students may benefit from
immersive VREs with haptic augmented simulations
that offer a real-like learning experience. Since haptic
devices provide students feedback when they touch
virtual objects, they may have a feeling that they have
had an experience of learning in a real or real-like
environment. In addition, students will not be as afraid
of breaking the devices or materials as they would be in
a real world experiment. Hence, they will be able to
work more confidently and feel safer while doing an
experiment in a VRE. Furthermore, some experiments
that would be very costly or impossible to create in a
real environment can also be performed in a VRE
without shortcomings (Jeon & Choi, 2009).
Consequently, it can be a unique learning opportunity
for students to make observations, have hands-on
practice and interact with virtual objects. As a result, it
can be concluded that the integration of a VRE with
haptic augmented simulations into the instruction of
abstract Physics can be effective in facilitating and
fostering students‟ experiential learning.
Research studies investigating the use of haptics
augmented VREs for educational concerns have gained
prominence with the advances in computer technology.
Many scholars have conducted research studies in order
to explore the effectiveness of VREs with haptic
simulations, mainly focusing on students‟ achievement
and teaching abstract concepts in science education
(Jones, Childers, Emig, Chevrier, Tan, Stevens, & List,
2014; Karal & Reisoğlu, 2009; Millet, Lécuyer,
Burkhardt, Haliyo, & Régnier, 2013; Santos & Carvalho,
2013). For example, Karal and Reisoğlu (2009) found
that compared with traditional instructional methods,
use of haptic simulations is more effective in teaching
students
abstract
concepts
and
removing
misconceptions. More recently, Millet, et al., (2013)
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investigated the benefits of a VRE force-feedback
application for teaching nanoscale applications and
found that the use of haptic force feedback applications,
together with graphic analogies, has a positive effect on
the learning process and students‟ construction of
mental models, even though they don‟t have sufficient
prior knowledge of nanophysics. In another study
carried out with visually impaired students, Jones, et al.,
(2014) found that haptic simulations helped visually
impaired students understand topics such as thermal
energy and pressure through tactile sensations. Similarly,
Bozkurt and Ilik (2010) found that use of simulations in
Physics have a significant effect both on students‟
achievement and their attitude towards Physics.
Another major focus on previous research studies is
the investigation of the effects of employing haptics
simulations on students‟ motivation and engagement.
For instance, Fisch, et al., proposed that (2003), “…the
addition of haptic systems to virtual reality will greatly
increase its effectiveness at simulating real-world
situations” (p. 2). Similarly, Santos and Carvalho (2013)
asserted that haptic simulations are also effective in
motivating students. Likewise, Bulunuz (2012)
underlined that employing hands-on practice and field
trips in science teaching are motivational activities that
make students feel that they learn more and makes
science fun and interesting. However, Toplis and Allen
(2012) argued that only hands-on practice is not
sufficient enough for effective instruction in science
education. The students should also think and
understand what they are doing, that is, they should be
minds-on as well as hands-on. Consequently, it can be
concluded that it is compelling to link theoretical
knowledge with praxis through use of haptic simulations
in Physics education.
By reviewing the sparse use of haptics in education
literature, it can be said that there is little empirical
evidence proving that the use of haptic simulations in
VRE have a positive significant influence on both
students‟ achievement and their engagement in Physics.
This brings about the need for further research and
reveals the significance of this study. Given the
increasing growing use of haptic augmented simulations
in education, the current study aims to explore the
effects of a haptic force feedback application that
simulates the gravitational forces of Physics on students‟
achievement and engagement. Research results are
robust and promising as such they expand on the
existing but sparse literature of haptics in education by
proving feasibility of utilizing VREs with haptic
augmented simulations in a high school Physics class. In
addition, the research results provide insights as to
studies that could be conducted in the future by
researchers.
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The Aim of the Study
The overarching aim of the current study is to
explore the effects of a haptics augmented simulation in
an immersive VRE on students‟ Physics achievement
and engagement in Physics. In order to achieve this aim,
the following questions were sought to be answered:
1. Is there a significant difference between the control and
experiment group students’ attitudes towards Physics?
2. Is there a significant difference between the achievement test
scores of the control group and the experiment group?
METHOD
The current study aimed to explore the effects of a
haptics augmented simulation in an immersive VRE on
students‟ Physics achievement and their engagement in
Physics. A quasi-experimental post-test experiment
group design was employed utilizing a control group
(theoretical instruction in a traditional classroom setting)
and an experimental group (Haptics augmented
instruction in an immersive VRE). With the same
teachers, the control group and the experimental group
were taught the same topic: „gravitational forces
between the earth and the sun‟. The former group was
taught employing traditional methods in a traditional
classroom setting. As a treatment, the latter group was
taught the same, but with utilizing an immersive VRE
with a haptics force feedback application that simulates
gravitational forces between the sun and the earth. At
the end of the treatment, both groups were
administered an achievement test and an attitude
questionnaire.
Participants
The participants in the experimental group consisted
of 106 students (27 females and 79 males aged 17-18
years) in the 11th grade who were attending an „Elective
Physics‟ course at Bağcılar Technical and Vocational
High School in Istanbul during the 2013 Spring
semester. The students in the control group comprised
of 109 students selected from the same grade, taking the
same course at the same school. 25 of them were female
and 84 were male. Since the participating students in
both the control and experimental groups were not
randomly assigned, we employed a quasi-experimental
design.
DATA COLLECTION
The quantitative data was collected through two
instruments. One of them was an attitude questionnaire
developed by the researchers, with 38 five-point Likert
type items in the scale. Prior to forming survey items,
previous studies were evaluated and then the survey
© 2014 iSER, Eurasia J. Math. Sci. & Tech. Ed., 10(6), 565-574
Haptic augmented simulation
Figure 1. A Haptic Force Feedback Application that Simulates Gravitational Forces between the Sun and the
Earth.
Figure 2. Some Students from Experimental Group Using Haptic Devices.
questions were decided upon in accordance with
opinions drawn from a board of experts. It was paid
heed to create explicit and purposeful survey items.
Both groups were surveyed. While the first group
answered questions regarding the effects of a haptics
augmented simulation on their attitude towards Physics,
the second survey consisted of questions regarding the
effect of traditional teaching on students‟ beliefs.
As a second data source, an achievement test
comprising five open-ended questions was administered
to both groups in order to see if there was a significant
difference between the students‟ achievement scores.
Each item on the exam had a value of 1-10 and they
were graded according to the answers given by the
students.
Data Analysis
The quantitative data gathered through the
questionnaires and the achievement test were analyzed
via SPSS 17.0. In order to examine the effects of a
haptic augmented simulation on students‟ achievement
and their beliefs in Physics, means, standard deviations,
and independent samples t-test were performed with a
determined significance cut-off point of .05.
© 2014 iSER, Eurasia J. Math. Sci. & Tech. Ed., 10(6), 565-574
Procedure
A haptics force feedback application that simulates
the gravitational law between the sun and the earth was
designed and developed in Open Haptics software
environment built on C++ open GL. This application
simulated the rotation of earth around the sun and its
interaction with the sun. The simulation covered the
instructional design of those abstract concepts and laws;
the earth‟s orbit around the sun, the increase of the
gravitational force when getting closer to the sun, the
changes in the rotational speed of the earth depending
on its mass and orbit radius, Kepler‟s laws.
By using this simulation (Figure 1), the students are
able to interact with matters which they will never be
able to interact with in their real lives. Thus, they are
able to broaden their understanding of the gravitational
forces that occur during these interactions and gain
unique learning experiences based on hands-on practice
and experiential learning. They can easily recognize the
changes in gravitational forces when the sun and earth
are getting closer to each other. Besides, they can repeat
this application as much as they want.
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T.Civelek et. al
After the design and development of the simulation
was completed, the lessons were carried out interactively
for two weeks with those students who were assigned to
the experiment group. The students had the opportunity
to do hands-on practice, as well as acquiring theoretical
knowledge. In addition, students had revision
opportunities in order to fully grasp the abstract
concepts of Physics, such as gravitational forces related
with mass interaction. During the two week instruction
experiment, projector, 3D computer monitor, 3D
headset screen and phantom Omni were used. The
applications related with the topics were presented to
the student. In Figure 2, the students are using haptic
augmented simulation in an immersive VRE.
In addition, the simulation was simultaneously
projected on to the board so that all fellow students
could follow the application and could benefit from the
reflections of their classmates‟ learning experience.
On the other hand, the same subject -gravitational
forces- was presented to 109 students from the control
group who were taught with traditional methods for two
weeks in traditional classroom settings. During the
instruction, the topics were presented on the whiteboard
in a traditional classroom environment and some
questions about the topics were solved. Students were
also asked to solve some questions. In addition,
homework about the presented topics was assigned to
the students. While teaching using the traditional
methods in the classroom environment, topics could
not be practiced or experimented because of time and
material limitations.
Limitations
The current study was carried out in a Vocational
School and it is limited to 215 K-12 students in total,
who were not randomly assigned as experiment and
control groups. Thus, the quasi experimental design may
comprise a limitation, especially for the achievement test
scores. The low number of girls in both groups may
present another limitation. However, in Turkey,
generally not many girls prefer vocational schools, so
their number is usually lower than the average.
Although, it has some limitations, the current research
also offers some opportunities, as its results are robust
and promising for the use of haptics in education
literature and it sheds light for future research.
RESULTS
Results of the Descriptive and Comparative
Analyses
In order to explore and compare the effects of a
haptic augmented simulation on students‟ attitudes
towards Physics, the data gathered through the attitude
questionnaire were analyzed employing means, standard
deviations and independent samples t-Test for all six
factors (motivating students, encouraging students to take part in
the experiment, making the instruction more attractive, improving
students’ learning, students’ learning autonomy, and promoting
collaborative learning).
Table 1 below illustrates the t-Test results comparing
students‟ attitudes towards Physics in the control and
experiment group.
As presented in Table 1, the descriptive results for
each subscale indicated that utilizing VREs with haptic
augmented simulation has the highest significant
influence (M=3.59) on students‟ motivation towards
Physics compared with all other factors. In addition,
standard deviations illustrated that the students answers
differed most in the “promoting collaborative learning”
factor (SD=1.30). Descriptive findings illustrated that
the experiment group students‟ attitudes toward Physics
outperformed those who were in the control group.
Table 1. The t-test results comparing students‟ attitudes towards physics
Factors
Groups
Experimental
Control
Encouraging students to take part Experimental
in the experiment
Control
Experimental
Making the instruction more
attractive
Control
Experimental
Improving students‟ learning
Control
Experimental
Students‟ learning autonomy
Control
Promoting collaborative learning Experimental
1. Motivating students
2.
3.
4.
5.
6.
570
n
M
SD
SE
106
109
106
109
106
109
106
109
106
109
106
3.59
2.49
3.29
2.59
3.43
2.38
3.71
2.80
3.50
2.63
3.53
1.23
1.13
1.19
1.22
1.27
1.17
1.06
1.17
1.25
1.26
1.30
0.12
0.11
0.11
0.12
0.12
0.11
0.10
0.11
0.12
0.12
0.11
t
df
p
8.21
213
0.00
4.42
213
0.00
6.37
213
0.00
6.59
213
0.00
5.00
213
0.00
5.74
213
0.00
© 2014 iSER, Eurasia J. Math. Sci. & Tech. Ed., 10(6), 565-574
Haptic augmented simulation
Table 2. The t-test results of the items in the achievement test taken at the end of the treatment
Exam Questions
Question 1
Question 2
Question 3
Question 4
Question 5
Groups
n
M
SD
SE
Experimental
Control
Experimental
Control
Experimental
Control
Experimental
106
109
106
109
106
109
106
8.67
6.11
7.92
5.18
8.22
2.37
4.27
3.12
4.63
4.02
4.99
3.64
4.11
4.49
0.30
0.45
0.39
0.48
0.35
0.39
0.44
Control
109
0.39
1.84
0.18
Experimental
Control
106
109
6.53
3.58
4.49
4.41
0.43
0.42
In order to find out if the intervention has a
significant effect on students‟ attitudes towards Physics,
the t-Test results were also presented in Table 1. The tTest results indicated that there is a significant
difference, in favor of the experimental group, between
experiment and control group scores in all six factors
related to students‟ attitudes towards Physics (Factor 1: [
t (213) =8.21, p .00 < .05], Factor 2: [ t (213) =4.42, p < .05],
Factor 3: [ t (213) =6.37, p < .05], Factor 4: [ t (213) =6.59, p
< .05], Factor 5: [ t (213) =5.00, p < .05], Factor 6: [ t (213)
=5.74, p < .05].
As a result of the comparative analyses, findings
illustrated that there was a significant difference
between the experiment group and control group in all
six factors, including motivating students, encouraging
students to take part in the experiment, making the
instruction more attractive, improving students‟
learning, students‟ learning autonomy, and promoting
collaborative learning.
Results of the Achievement Test Taken at the
End of the Treatment
An achievement test comprised of five open-ended
items was administered to students in both groups in
order to assess students‟ academic achievement and
their learning. The students‟ answers to the exam
questions were assessed by giving scores from 0 through
10. Then, means and standard deviations for each
question were estimated. Table 2 illustrates the mean
scores and t-test results of the achievement test.
As presented in Table 2, the mean scores for all five
questions (Q1: M= 8.67; Q2: M= 7.92; Q3: M= 8.22;
Q4: M= 4.27; Q5: M= 6.53) illustrated that students in
the experiment group outperformed those who were in
the control group. The questions in the achievement
test were analyzed one by one in order to get a deeper
© 2014 iSER, Eurasia J. Math. Sci. & Tech. Ed., 10(6), 565-574
t
df
p
4.74
213
0.00
4.41
213
0.00
11.04
213
0.00
8.35
213
0.00
4.86
213
0.00
understanding of the effects of the haptic augmented
simulation on students‟ achievement.
Q1: Please write the Kepler’s Law. For Q1,
standard deviations were found as SD=3.12 for experiment
group and SD=4.63 for the control group, which means
that the students’ answers in the control group differed more
than the ones who were in the experiment group. However,
means were found as M=8.67 for the experiment group
and M=6.11 for the control group. This may mean that the
students in the experiment group were more successful than
the ones in the control group. In addition, the t-Test results
of Q1 illustrated that there is a significant difference between
experiment and control group students’ answers in favor of
those who were in the experiment group [t (213) = 4.74, p <
.05].
Q2: How many focuses are there in the orbit of
the planets? For Q2, standard deviations were found as
SD=4.02 for experiment group and SD=4.99 for the
control group, which means that the students’ answers in the
control group differed more than the ones who were in the
experiment group. However, means were found as M=7.92
for the experiment group and M=5.18 for the control
group. This may be an indicator of that the students in the
experiment group were more successful than the ones in the
control group. In addition, the t-Test results of Q2
illustrated that there is a significant difference between
experiment and control group students’ answers in favor of
those who were in the experiment group [t (213) = 4.41, p <
.05].
Q3: How does the gravitational force between
the Earth and the Sun change depending on
the radius? For Q3, standard deviations were found as
SD=3.64 for experiment group and SD=4.11 for the
control group. This illustrates that the students’ answers in
the control group differed more than the ones who were in the
experiment group. However, means were found as M=8.22
for the experiment group and M=2.37 for the control
group. This may illustrate that the students in the
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T.Civelek et. al
experiment group were more successful than the ones in the
control group. In addition, the t-Test results of Q3 indicated
that there is a significant difference between experiment and
control group students’ answers in favor of those who were in
the experiment group [t (213) = 11.04, p < .05].
Q4: On the condition that the Earth’s distance
to the sun is 4M and its mass is M, the Sun’s
gravitational force to the Earth is F. What is F
on the condition that the Earth’s distance to
the Sun is R? (The Sun’s Gravity = 333000M)
For Q4, standard deviations were found as SD=4.49 for
experiment group and SD=1.84 for the control group,
which indicated that the students’ answers in the experiment
group differed more than the ones who were in the control
group. However, means were found as M=4.27 for the
experiment group and M=0.39 for the control group, which
illustrates that the students in the experiment group were
more successful than the ones in the control group. In
addition, the t-Test results of Q4 indicated that there is a
significant difference between experiment and control group
students’ answers in favor of those who were in the
experiment group [t (213) = 8.35, p < .05].
Q5: Look at Figure 3 and put the forces into
the correct order depending on their radii.
(R3>R4>R1>R2) For Q5, standard deviations were
found as SD=4.49 for experiment group and SD=4.41
for the control group. This finding showed that the students’
answers in the experiment group differed more than the ones
who were in the control group. On the other hand, means
were found as M=6.53 for the experiment group and
M=3.58 for the control group. This finding indicated that
the students in the experiment group were more successful
than the ones in the control group. In addition, the t-Test
results of Q5 illustrated that there is a significant difference
between experiment and control group students’ answers in
favor of those who were in the experiment group [t (213) =
4.86, p < .05].
After analyzing all the items in the achievement test,
it can be concluded that there is a statistically significant
difference between the experiment and control groups
in favor of the experiment group in all five test items.
Consequently, it can be drawn as a conclusion that
VREs with haptic augmented simulation has a
significant positive effect on students‟ achievement in
Physics.
DISCUSSION AND CONCLUSION
In this study, firstly, a VRE with a haptic augmented
application that simulates gravitational forces between
the sun and the earth was designed and developed.
Secondly, feasibility and effectiveness of this application
on students‟ achievement and attitudes towards Physics
was examined. The participating 215 students, who were
selected by their subject class from the same year group,
were split into control and experiment groups. For two
weeks, the students in both groups were taught the
same subject - gravitational forces between the sun and
the earth. As a treatment, the students in the experiment
group were taught utilizing a haptic force feedback
application in an immersive VRE. On the other hand, in
the control group, the same topic was presented by
employing traditional teaching methods in a traditional
classroom setting with the same teachers. At the end of
the treatment, an attitude questionnaire and an
achievement test were administered to both groups. The
data collected through the questionnaire and the
achievement test results illustrated that haptic
augmented simulation in an immersive VRE has a
positive significant effect on students‟ achievement and
their attitudes towards Physics.
The results of the current research mostly concurred
with the findings of previous research (Bozkurt, 2008;
Bozkurt & Ilik, 2010; Christodoulou, et al., 2009;
Civelek, Ucar, & Gokcol, 2012; Fisch, et al., 2003;
Gelbart, Brill & Yarden, 2009; Jones, et al., 2014; Karal
& Reisoğlu, 2009; Millet, et al., 2013; Riess & Mischo,
2010). This is a strong indicator of the robustness and
significance of our research. There are two major
findings of the current research. One of them is that the
F3,R3
F1,R1
F4,R4
F2,R2
Figure 3. The Question Five Illustrating Forces
572
© 2014 iSER, Eurasia J. Math. Sci. & Tech. Ed., 10(6), 565-574
Haptic augmented simulation
haptic force feedback embodied instruction in an
immersive VRE has proved a fruitful learning
environment for students, particularly in terms of
motivating students, encouraging students to take part
in the experiment, making the instruction more
attractive, improving students‟ learning, students‟
learning autonomy, and promoting collaborative
learning. These findings supported the proposition of
Fisch et al., (2003) and concurred with previous research
findings (Bulunuz, 2012; Civelek, Ucar, & Gokcol, 2012;
Santos & Carvalho, 2013). Another major finding of the
study is that a haptic augmented simulation in an
immersive VRE has promoted and facilitated students‟
learning abstract concepts, as well as having a positive
significant effect on their achievement. These findings
also mostly overlapped and provided empirical support
for the findings of previous research (Bozkurt, 2008;
Bozkurt & Ilik, 2010; Jones, et al., 2014; Karal &
Reisoğlu, 2009; Millet, et al., 2013).
On the theoretical side, use of a haptic augmented
simulation in a VRE has contributed the growing
literature of haptics in school education. Furthermore,
the current study also proved feasibility and
effectiveness of the utilization of VRE with haptic
augmented simulations in schools. Unlike other
instructional media such as animations, videos and
presentations, haptic augmented simulations offered a
deeper understanding of abstract concepts and helped
them grasp and transfer their learning experiences. In
addition, students have gained a phronesis and positive
attitude towards the Physics class, as well as showing
tendency to engage in science more than before.
On the practical side, a haptic force feedback
application in a VRE proved fruitful for ensuring equity
pedagogy among the students. Those students from
disadvantaged groups may benefit from hands-on
practice and also reinforce their learning by making
unlimited number of repetitions. This will also lead to a
more effective learning especially for slow learners.
Another contribution is to the students‟ knowledge and
skills about the use of ICTs. This will be a great
contribution to their personal development, as well at
their future career.
As a conclusion, in todays‟ rapidly changing world,
schools need to overhaul their curricula and design
immersive learning environments in order to meet their
students‟ needs. Haptics augmented simulations in a
VRE offers a unique learning experience based on
students experiences, observations and interactions.
These kinds of applications and learning environments
should be designed, developed and disseminated among
schools, teachers and their students. Theoretically and
practically, our study has made a significant contribution
by proving the haptic augmented VREs feasibility and
their effectiveness on students‟ beliefs and achievement.
Although the current research presented invaluable
© 2014 iSER, Eurasia J. Math. Sci. & Tech. Ed., 10(6), 565-574
contributions to the existing sparse literature of haptics
in school education, there is still a need for further
research on the effects of haptic force feedback
applications in VRE on students‟ academic achievement
and their attitudes. Future research may assign groups
randomly and employ a true experimental design. In
addition, future research may be conducted with
different types of schools and different school subjects,
as well as utilizing qualitative research methods.
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