Tag: Methodology

  • Does ChatGPT Enhance Student Learning?

    Does ChatGPT Enhance Student Learning?

    Not in 2026, it doesn’t.

    ChatGPT enhances academic performance.

    ChatGPT boosts affective motivational states.

    ChatGPT improves higher-order thinking propensities.

    ChatGPT reduces mental effort.

    Source: Does ChatGPT Enhance Student Learning? A Meta-analysis (Deng, et al., 2025).

    All of these statements, however, are ‘bent’ and are not necessarily true. Why? Watch the video below.

    TL:DR

    • It’s too early to conduct an AI meta-analysis.
    • Effect size is actually 0.25, with no statistical significance.
    • Authors did not include papers that show ChatGPT caused harm.

    Thus:

    • Not all research is created equally.
    • Not all data are created equal.
    • Knowledge takes time.
    • Lying with data is super easy.

    I’m sharing this because many folks disregard reading research papers altogether and will only hear the headline. Others will only read abstracts. Others will not recognize that the published paper’s research was essentially bad.



    Sources matter.

    Legitimate sources matter.

    Research methodology matters.


    It’s a tough world to navigate, instructional designers.

    Let’s be careful out there. 👮♂️

  • Virtual Reality for Soft Skills…Maybe

    Virtual Reality for Soft Skills…Maybe

     

     

    There you are, eating your morning bowl of cereal. You glance at your social media feed. Up pops these images:

     

    Screen captures of infographics and images made from the 2020 PwC VR for Soft Skills Training Report. In the lower right hand corner, a person is wearing a headset and looking amazed.

    Wow. Even the infographic people seem amazed.

    But
    if it is too good to be true, it probably is, at least where research
    and marketing intersect. Not to worry! I’m here to tear apart this and
    see what’s inside. Can virtual reality (VR) teach soft skills training?
    Verdict: Maybe.

    My Executive Summary:

     

    Heather's summary of the PwC analysis:  2 results are garbage (confidence and focus) 1 result is just okay (faster), 1 result in good (more effective) and 1 result was buried, than the learning had no significant difference.

    Let’s start with the nuts and bolts.

    Citation & Report

    Mower,
    Andrea. “The effectiveness of virtual reality soft skills training in
    the enterprise: a study”. [Place of publication not identified]:
    PricewaterhouseCoopers, 2020. Online. Internet. 21 Aug 2021. .
    Available: https://www.pwc.com/us/vlearning.

    Despite that
    academic-y looking citation, the writing does profess itself to be a
    report, not research. That’s good because reports are not held to the
    same standards of rigor as research.

    What you find at that web
    link, however, is NOT the full report. You are looking at the corporate
    summary. Remember that technically, PwC is not in the VR business (a
    plus) so they are not selling you something about VR. They are only telling about how some VR training went at their company.

    Something
    quoted the report as “73 pages” but the website is not 73 pages long,
    so I had to find the actual report. That took a little more digging but I
    found it here: https://www.5discovery.com/wp-content/uploads/2020/09/pwc-understanding-the-effectiveness-of-soft-skills-training-in-the-enterprise-a-study.pdf

    Experimental Design

    Disclosure is right up front (first sentence!) that:

    “supported by Oculus for Business and Talespin,”

    Good
    disclosure; it’s good practice. While I’m not loving that it is
    sponsored by a VR headset manufacturer and training creator, knowing
    this lets me view this with the appropriate amount of critical thinking.

    Their study started in 2019 and ended in February 2020, so they indicated when it was run.

    Note:
    Every piece of research that touches 2020 and forward into the near
    pandemic future, should clearly mention WHEN the study was run, because
    the COVID pandemic is impacting every part of our lives.  COVID does impact “reports” and we need to know if these are ‘at-home-stressed-but-sent-a-headset’ users.

    They had a hypothesis: Our
    hypothesis was that training using VR is more effective in achieving
    learning outcomes than traditional training methods (classroom or non-VR
    digital experiences).

    Remember that a
    hypothesis in experiments is good. Hypotheses guide us to our data and
    results. Bias in experiments is bad. Bias makes us ignore our data and
    results.

    And PwC defined “more effective”  with:

    • Employee satisfaction
    • Learner flexibility
    • Comfortable learning environment
    • Improved attention
    • Higher information retention
    • Confidence building

    That definition of “more effective” is a little murky. Usually time plays a very definitive role in “effective” measurements. For example: widgets produced over time. Here, time is not actually mentioned and yet time is prominent in the infographic stats later. Hmm..

    In their experimental design, PwC appears to think that they have made comparable training: 

    • classroom,
    • e-learn,
    • v-learn (VR).

    Oo, bust here.  While I hat tip to the innovative thought process expressed here, to take advantage of what VR can offer…

    “The
    classroom and e-learn course experiences were linear: A video was
    shown, the learners asked some questions, then the next scenario was
    presented.”

    “However, we determined this linear approach would not
    leverage any advantages of the VR modality. We hypothesized that
    placing the learner directly in the scenarios covered in the curriculum
    and giving them the ability to act as they might in real life would be
    more rewarding for them.” (p. 16)

    … but, owch, non-comparable methods!!  If you literally taught the information differently, you cannot compare the methods and thus, you cannot compare the results
    The key to making a good design that includes VR (and I’m giving you
    the $64,000 answer here for anyone designing “compare” research with VR)
    is to put it up against something very, very cognitively similar. 
    Right now, that technology is 360 video where you put in branching
    decisions. And add haptic bodysuits & controllers. But that convo
    is for another day.

    Now to parse out the difference between 360
    video and VR, you’ll need thousands of users. Not many investors right
    now have the willingness to spend thousands of dollars in equipment and
    time to collect that much data.  And even when you get there, you
    probably won’t find much a of difference. Why? Well, take a look at what
    you designed.  If you make a cognitively similar experience and run
    humans through it, it actually makes sense that no significant difference in the data will arise. 
    Remember at this point, I’m talking about learning outcomes ONLY, no
    other characteristic. Also, go back and look at the hypothesis. They
    already thought that the ‘learning outcomes’ would be the same (READ:
    same scores on tests) but that they could achieve those learning
    outcomes “more effectively”. That’s interesting. I wonder how much of
    this report was written from hindsight and how much was written before
    the study started. (This is why you write your hypothesis first–before
    your study.) That hypothesis is now possibly showing a bias…did they
    *think* it was going to turn out…the way it did?

    Number of participants: 1600 possible. Good. But they never disclose how many learners they actually had in each group (their Ns).
    Therefore, I’m going to call this a strong negative because they could
    have included that number (I don’t see a business reason to conceal
    it).

    Experiences: 5-7 minutes long

    Did use Oculus Quest (ahem)

    Did use Oculus for Business for remote device management

    Honorable
    mention in the report: Using the phrase “not the most gratifying” when
    talking about tagging and inventorying what must have been more than 300
    pieces of equipment.

    One more small note: The report does a nice
    job explaining how they decided to buy 100 headsets and what the cost
    and time of developing the v-learning training was. It is outside of my
    scope to analyze that but I will recommend it as good to read. Remember
    that if the cost of v-learn is dropping, it becomes a better and better
    choice over time. They do those calculations and find that it becomes
    the better choice at 3,000 users/learners.

    Let’s see what the data shows:

    Screen capture of the 4 key metrics that were made into the infographic, claiming that VR is: 4x faster to train than the classroom, 275% more confident than the classroom learners,  3.75x more emotionally connected than classroom learners, and 4x more focused than their peers.

    4x faster to train than in the classroom

    I
    might have to cede this one right off the bat because VR does provide a
    1:1 experience that most classrooms cannot beat. How many classrooms
    can provide– minute for minute– the same 1:1 attention of the teacher
    to the student? Erps. Few.

    Fly in ointment? VR can cost a great deal of money for development and for the equipment. READ: the set up.

    Counter to that?
    VR can be done for very little money and because training can be
    replicated a billion times when a 1:1 teacher cannot be replicated, VR
    wins the day on this claim.  READ: it CAN save time but after
    development is done.

    I still don’t like comparing “classroom” to VR, such a not-fair comparison.

     â€œWhat
    took two hours to learn in the classroom could possibly be learned in
    only 30 minutes using VR. When you account for extra time needed for
    first-time learners to review, be fitted for and be taught to use the VR
    headset, V-learners still complete training three times faster than
    classroom learners. And that figure only accounts for the time actually
    spent in the classroom, not the additional time required to travel to
    the classroom itself.”  

    In the report, they shared numbers in minutes. 

    Classroom:
    2 hours (Watch that crossfire, boys! They didn’t express this as 120
    minutes. Heather gives PwC a strong look for that. Don’t be mean. Or
    get a better editor.)

    E-learn: 45 minutes

    V-learn: 29 minutes

    29 * 4 = 116

    116 is close to 120. Therefore, saying V-learn is 4 times faster is accurate. [Edit: In future writing, I clarify that stating “4 times” or “4x” is not a data lie, but it expressing a truth in a deceptive way. Learners didn’t learn four times faster, the literal training session was 1/4 as long in time. So they sat through LESS training time. That doesn’t mean that they learned faster.}

    275% more confident to apply skills learned after training

    This is a poor item to measure when we are focusing on learning outcomes.  The Dunning-Kruger effect says that those least able to accurately self-measure something are actually the worst at that thing.

    They
    make an argument that particularly with soft skills, confidence AFTER
    training would help implement the soft skills in the workplace. I liked
    their design inside the V-learn module. Learners had to say their lines in the simulation. Nice touch!

    But alas, this is all future prognostication and not actual data. We can hope for something but that doesn’t mean that our hope leads to actual results.

    Screen capture of graph from report showing all numbers higher than 100% for confidence, but we can't tell what the percentages are exactly higher than.

     

    166% and 275% of what?  Where is the 100% in this diagram? Said another way, what is the baseline? Zero?

    I still can’t find this in the report.

    3.75 x more emotionally connected to the content than classroom learners 

    I’m
    not going to pick this one apart much because the errors should be
    apparent.  Often VR presents training as first person– meaning the user
    looking through the headset is often the protagonist of the adventure.
    Therefore, a story happening personally to the user creates more emotional connection than the same story in a classroom. This comes from the bucket labelled obvious
    and is frivolous data.  It also blatantly shows what’s wrong with using
    non-comparable instructional designs.  This is an apples to oranges
    comparison.

    FURTHER, newer data is showing that types of empathy count…not just general empathy or emotional connection.

    4x more focused than their e-learning peers

    There
    are some great accessibility studies and autism spectrum studies coming
    out that are showing us some very interesting research (really, it’s a watch this space
    stuff) that VR can be more cognitively overwhelming for some learners
    and hence every measurement that says learners have more brain
    engagement could actually be learners overwhelmed (yeah, obvious bucket
    again).  

    But let’s look at what was actually said here:

     

    Screen capture of table from report: Focus is on the questions:  How many times were you multitasking or distracted during this experience? and How many minutes do you estimate it took to get back on task?

    “With
    VR learning, users are significantly less distracted. In a VR headset,
    simulations and immersive experiences command the individual’s vision
    and attention. There are no interruptions and no options to multitask.
    In our study, VR-trained employees were up to four times more focused
    during training than their e-learning peers and 1.5 times more focused
    than their classroom colleagues. When learners are immersed in a VR
    experience, they tend to get more out of the training and have better
    outcomes.”

    It doesn’t say how the “more focused” was measured? I
    wonder?  Remember the clue to look closer is when the presentation tends
    to do a ‘hand wave’ approach on something.  It’s equivalent to
    misdirection by a magician.  If you look over here, you are not looking
    over there.  The text says “There are no interruptions and no options to
    multitask”.  Yes, the Oculus Quest headset design doesn’t allow a user
    to look around or to (reasonably) be interrupted by messages from outside of
    the experience.  But did that mean interruptions didn’t happen?  What
    about a “this is pulling my hair” message?  Or “it’s fuzzy” or even “I’m
    gonna puke.”   Those are interruptions caused from the inside out. 
    Were those counted?

    In the report, it looks like self-disclosure:

    Screen capture of Improved attention section of report: 45The Effectiveness of Virtual Reality Soft Skills Training in the EnterpriseAs identified in our key findings, VR-trained learners were up to four times less distracted during training than their e-learning peers and 1.5 times less distracted than their classroom peers. This was self-reported, and the team did not use any passive technology to observe this attribute. Based on experience and months of observation, the team actually felt the self-reported statistic was lower than what we observed. However, the statistic was significant and should result in higher learner comprehension and retention.

    At
    this point in the paper (p. 45), my hackles are going up because you
    cannot see data (self-reported), acknowledge it (we thought it was
    higher), then throw it out (“the statistic was significant and should
    result”??).  What? PwC?  My doubt meter is red-lining at this stage.
    Insert Mr. Potato angry eyes.

    5. VR learning can be more cost-effective at scale

    Interestingly,
    this didn’t make an infographic!! What?? What a shame because right
    here I AGREE with this paper!!!!!!!!!!!! ARGH!~!

    YES, YES, YES. VR
    is more expensive to make once (but that cost is dropping) and it can
    be replicated (which is where you win) but it is also showing
    impressive  results in FLEXIBILITY (meaning, you can change up the
    conditions quickly). VR can be made cheaply, which also means basically,
    but that might not be a bad thing.  Get over the hump of the novelty
    effect and design a basic experience which is accessible to many
    learners and you are in an effective horse race with other forms of
    learning.  What I’m trying to say is that basic and/or cheap isn’t
    necessarily bad in VR.  It should not be thrown out. Because this is
    where VR is going to eventually win.

    They are using their own
    costs and admittedly, the fact that it’s a large study now hurts them
    because that means more money was outlaid to get the training started.  

    Revisiting how many actual participants???
    They said 1600 eligible but they never said how many it was AND then
    they said that they “offered” v-learn to the classroom and e-learn
    participants as an option (and those went on to answer a smilie sheet on
    how much they liked it).

    One Result Buried

    OMG look at this that they tucked into the back of the paper, I didn’t even know it was there!!!!! Page 44.

    Screen capture from Higher Information Retention section of paper: We quickly discovered retention scores were inconclusive, as the delta between pre- and post-assessments in each modality was not significant. Indeed, the assessment team underestimated the previous knowledge experience our test population had on the diversity and inclusion topic. In hindsight, we should have selected a topic that was not already in our curriculum or selected a different test group that had not already been immersed in similar training.
    PwC study conclusion: No significant difference in retention

    No SIGNIFICANT DIFFERENCE in RETENTION!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

    I’m
    currently on the floor laughing because that is what research data has
    lead us to predict all along.  No difference.  They’re blaming the
    content in this case. OK, picking myself up off the floor and dusting
    myself off. Insert droll look here. It’s not the content, yo.

    What PwC is missing right here is this: No significant difference results eventually means that the cheaper option to learn the same material will be market dominant. Translation: make VR easier to MAKE and VR will be bought. Cha-ching.

    Final verdict: Mixed Bag

    •2 metrics (confidence, focus) = garbage

    •1 metric (faster) = just okay

    •1 metric (cost effective) = good

    •1 result (no significant difference) = buried

    Conclusions

    • Enough doubt to worry about other PwC infographics

    • Overall, not bad for a “report”

    • Not research.

    Can
    VR teach soft skills? It appears so, yes, at least as well as
    classroom and elearn options. (No comment on the quality of the
    instruction or the assessment.) Right now, v-learn is an expensive
    choice. But the price for development IS dropping. I have high hopes.

    Title image for article: Analysis of PwC Virtual Reality (VR) Soft Skills Training Study 2020. Verdict: Mixed Bag. Image of shopping cart with various brown boxes.

    This was my 3rd planned article on analyzing research.

    1st article Study Does NOT Show That Instructional Designers Drive Better Student Outcomes.

    2nd article “What Happened When Student Brains — On VR — Were Scanned” Is Analyzed

    This is my 2nd article of three specifically about VR research.

    1st article “What Happened When Student Brains — On VR — Were Scanned” Is Analyzed

    More
    to come in the next few days because the next article is already
    written. That will end, hopefully (!), my series on poor VR &
    learning research. [Edit from the future: The bad research as kept on coming. My “Seeking Integrity” Series refreshes this topic.]

    #Research #VRResearch #VRReport #PwC
    #SoftSkills #Faster #Confidence #Emotion #Focus #NoSignificantDifference
    #OculusQuest #elearn #vlearn #Talespin #NotResearch

     

    This is a copy of the same article that I posted to LinkedIn on August 25, 2021. This post was slightly edited on April 11, 2026 with an improved font, re-placed banner image, and added link to further writing on this PwC study.