
Guidance in a VR Science Education Game
Project Overview
VR is a beneficial tool to give learners agency and encourage self-directed learning through exploration. But often learners need guidance to help them focus on the most important content. In this project, we studied how guidance affects learning and agency in a VR multiplayer game for science education. In the game, created by our collaborators at the University of Oregon in Meta’s Horizon Worlds, players board a research cruise to cooperatively collect and analyze plankton as marine biologists. Participants were randomly assigned either an unguided condition where they play just with their novice partner, or a guided condition in which a researcher is present as a live, virtual guide during the session.

Research Example
Link to iLRN poster
VESL: Full Game Play
Team Members

Manav Varma

Eileen McGivney
Collaborators

Danny Pimentel, Assistant Professor at the University of Oregon
The development of VESL (Virtual Excursions for Science Learning) was made possible by a grant from the University of Oregon Environment Initiative, led by Old Hara Studios (https://www.oldharastudios.com/) and Dr. Kelly Sutherland (https://cas.uoregon.edu/directory/biology-faculty/all/ksuth).