Tag: statistics

  • 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. šŸ‘®ā™‚ļø

  • Seeking Integrity in VR Educational Research

    Seeking Integrity in VR Educational Research

     

    Banner image of a woman in a hooded cloak looks out from a dark scene
    Credit: Midjourney and me

    I’m starting a new article series today, calling out ‘bad research’ or research that is quoted badly in virtual reality for educational use. I thought I would start with a whopper – a really egregious example to start this series with a bang. Then I checked my notes and realized that this example is from LAST MONTH, June 2023. I’m not even going into the vault for this. I’m barely picking myself up off the ground from the shock wave.

    So, like Mario says “Here we go!”

    What Is Said About The Research Versus What The Research Says

    June 2023, LinkedIn Post:

    “According to a study from the University of Maryland in 2018, learners remember an astounding 90% of what they experience in VR compared to merely 10% of what they read and 20% of what they hear.”

    LinkedIn post with quote and photo. Details blurred.

    I believe this is the research referred to:

    Krokos, E., Plaisant, C., & Varshney, A. (2019). Virtual memory palaces: immersion aids recall. Virtual reality, 23, 1-15. https://obj.umiacs.umd.edu/virtual_reality_study/10.1007-s10055-018-0346-3.pdf

    Hey, I’ll give you the abstract because I know you don’t like to read long papers:

    “Virtual reality displays, such as head-mounted displays (HMD), affords us a superior spatial awareness by leveraging our vestibular and proprioceptive senses, as compared to traditional desktop displays. Since classical times, people have used memory palaces as a spatial mnemonic to help remember information by organizing it spatially and associating it with saliļæ½ent features in that environment. In this paper, we explore whether using virtual memory palaces in a head-mounted display with head-tracking (HMD condition) would allow a user to better recall information than when using a traditional desktop display with a mouse-based interaction (desktop condition). [OK skip to here because this is the interesting part:] We found that virtual memory palaces in HMD condition provide a superior memory recall ability compared to the desktop condition. We believe this is a frst step in using virtual environments for creating more memorable experiences that enhance productivity through better recall of large amounts of information organized using the idea of virtual memory palaces.”

    Google Scholar tells me this study has been cited 461 times. That’s a low-medium citation number. Not bad, and remember that’s in ~3 years of time.

    Believe it or not, I’m walking RIGHT PAST that 90%, 10%, and 20% because it has already be debunked here and here. Also, to be fair to the research paper, it never quotes those 10 and 20% numbers.

    My Take on the Research

    Research found 90.48% recall in the headset condition, with a 78.57% score from the desktop display control group. So that’s ~10% higher with the headset. 

    From Section 4.1 “Using a paired t test with Bonferroni–Holm correction, we calculated p = 0.0017 < 0.05 which shows that our result was statistically significant.”

    Interesting. I’m not familiar with Bonferroni-Holm correction. Just looking at it, it appears to be a method of discarding some data. I wonder if NOT using it showed a not statistically significant difference between the 90 and 78. Their n was 40. Smaller group sizes means it can be harder to justify the data as fitting a normal bell curve.

    Figure 5 shows the data and just looking at it, you can see that the numbers landed in similar scores. The boxes overlap, so whatever the effect of VR is, it’s not that substantial in this study. Students were learning, regardless.

    But here comes the whopper. Check out this little detail in the Materials section:

    “For this study, we used a traditional desktop with a 30 inch (76.2) cm—diagonal monitor and an Oculus DK2 HMD. The rendering for the desktop was configured to match that of the Oculus with a resolution of 1920 Ɨ 1080 pixels (across the two eyes) with a rendering field of view (FOV) of 100ā—¦. In order to give the desktop display the same field of view as the HMD, the participants were positioned with their heads 10 inches (25.4 cm) away from the monitor.”

    10 inches away

    The “control group” sat 10 inches from their desktop monitor to use the desktop condition.

    WHO DOES THAT?

    You know, I was curious. I grabbed my ruler. 

    How far away are you sitting from YOUR monitor?

    I’m currently sitting 24 inches from my monitor. I leaned in to feel what 10 inches is like.

    At that point, it became no wonder to me that the control group scored about 10 points lower. It was maddening. Remember, the learners had to look all around themselves so completing learning at 10″ from the monitor would be…uh…weird?

    This is a great example of not seeing the forest for the trees in VR in education design. In order to match the field of view, they forced learners to unusually use their desktop monitors.

    There is too much. Let me sum up.

    The quote is from a keynote speaker at a research conference. I can’t believe anyone in the audience did not flag the play on the quote, the percentages, or the design setup of the U. of Maryland study. At the industry.

    • The difference between 90 and 78 *might* be too close to call a difference caused by VR.
    • Setting up learners to use a monitor from 10 inches away is unusual, to say the least.
    • When research sets up unfair comparison conditions, the results should be questioned.

    As Hill Street Blues would say, “Let’s be careful out there.”


    What do you think?

    #VirtualReality #VR #XR #VRForLearning #Technology #Future #edtech #learning #education #UserExperience #InstructionalDesign #research #ComparisonResearch #Media #MediaForLearning #BonferroniHolm #ImmersiveExperience #Desktop #Design #MemoryPalace #ResearchIntegrity


    This article is co-published to my LinkedIn account here: https://www.linkedin.com/pulse/seeking-integrity-vr-educational-research-heather-dodds-ph-d-


    Attribution-NonCommercial-ShareAlike

    CC BY-NC-SA

  • “What Happened When Student Brains — on VR — Were Scanned” is Analyzed.

    “What Happened When Student Brains — on VR — Were Scanned” is Analyzed.

     

    Should you accept this, What Happened When Student Brains – on VR – Were Scanned, as good research?

    I believe that VR has a place in education.  We’ll get there and it will be awesome.

    However,
    along the way, I will analyze and call out poor virtual reality and
    learning research EVERY CHANCE I GET.  Poor research helps no one.

    I’ll be writing about several poor VR studies soon. I’m writing just like I did for my ā€œSurvey does NOT show that instructional designers drive better student outcomes.ā€ 
    Even though poor research should be called out (yes!) I am NOT in the
    business of embarrassing or humiliating a person nor damaging or ending
    someone’s business.  Therefore, I will block out names as much as
    possible.  If the source blatantly has names within it though (for
    example, if someone names a company), I’ll keep that in the screen
    capture.  Note however, the minute time traveling teenagers arrive in my
    home office asking me to truly name names related to this, I AM SO
    TELLING THEM.

    Seat belt sign on.

    Image of airplane seatbelt on sign
    Seat belts on. It’s a bumpy ride ahead.

    On July 25, 2021, an author that I’ll call Author A posted this story to Medium: What Happened when student brains on VR were scanned
    Before you click on that link, remember that Medium is a site where
    authors are paid for article reads.  Now I post to Medium too (as a
    matter of fact, I’m posting this article there as a sort of rock’em
    sock’em method of seeing my article go head to head against his) but
    [EDIT: I no longer post to Medium] just bear in mind that the more you click, the more the author is paid.
    Author A appears to have posted 6 articles to Medium and 4 of them are
    about VR. (Update: during publication, this has increased, I’ll pick
    this point up again at the end of this article).

    Screen capture of Medium article from July 25, 2021 headline.  Article is titled "What Happened When Student Brains -- on VR -- Were Scanned"


    (July
    2021 version of this image, I’ve blocked the author’s account. Note the
    added #VEC2019.  I think it’s very obvious that the #VEC2019 was
    overlaid.

    VEC2019 is the VIVE Ecosystem Conference held in 2019.

    Inside the article, I did hope to find sources.

    Here is what I found (names blocked):

     

    Screen capture of a Medium article from  July 25, 2021

    In July 2021, Author A posted to their own LinkedIn account

    Partial capture of post here (blocked out the link and a name):

    Screen capture of a LinkedIn Post from July 30.

    While you are looking at this though, does anything stand out yet?

    Already for me:

    • The writing style feels like it’s pulling me along (FIRST, SECOND, THIRD) but I tend to like my separate points to be actually separate and new points
      If you look at what’s written for each item, the points are more
      chronological as if someone was talking than factual as if someone was
      listing.
    • I’m zinged by that ā€œ [read the rest of the story here:  
      link    ]  That was actually written by the author, NOT hard coded in
      by LinkedIn. Bummer. I wish I had NOT clicked on the link but I
      sincerely thought that there was ā€œthe rest of the storyā€ at the link. It
      was the Medium article link so by clicking on it, I ā€œpaidā€ this Author A
      some money.  This means something.  Stay tuned.
    • I do a quick
      mental check of the numbers in the post versus the image. As your math
      teachers always said ā€œStand back and look at the numbers. Do they make
      sense?ā€  The 4th bullet just further describes (aka says the same thing
      but with DIFFERENT numbers as the 3rd bullet so… is 15 roughly 6 times 
      2.5?  Yes. 
    • OK, the number ā€œ6Xā€ checks out within the diagram
      (meaning that the data I’m provided with so far does align with the
      head/images).  However, your hackles should be going up because you
      should be asking yourself ā€œWhy was the image of the heads not enough? 
      Why do I need to be told– in red font with a drawn line– ā€œsix timesā€? 
      Answer: because the phrase ā€œSix timesā€ will stick in my head and slow
      down my reading and I will — as I’m sure MANY have done– quickly
      breeze over the ā€œsix times WHATā€ part and read this to say:

    Six times more brain activity on VR

    Rather than what it says, which is

    The difference between the brain states is 6 times traditional.

    • See? 
      Didn’t you read this as ā€œWow, the brain is 6 times more active on VR,
      that’s got to be good!ā€  (VR and autism researchers right here are
      roiling; I can feel you. They are saying ā€œAn active brain isn’t
      necessarily a learning brain.”  Right on.  You get your chance coming up
      later.)
    • One further point I noticed later.  The ā€œTraditional
      Classā€ is pulling a 58.1 (unitless) over a Base State of 55.5. That’s a
      2.6 difference. The image says 2.6, the writing says 2.5.  I’m willing
      to overlook this; that’s minor.  But think about it for a second. 
      Traditional class work is pulling nearly the same brain activity as
      ā€œbase stateā€.  So bad news teachers: your students in class are one tick over coma.  (I HOPE NOT!)
       

     

    In all my years of research, I NEVER found the original source of this image.

    I’m linked with Author A and that’s how I saw that this image was circulating again. 

    Author
    A linked to the Medium article within their post but they added this
    image to their LinkedIn post. Therefore, the image appears prominently
    like this:

    LinkedIn post with image “VR Improves Students’ Concentration by 6X”. Image includes some Chinese characters and #VEC2019.

    Here is a version of the same image from 2020.

     

    LinkedIn post with image “VR Improves Students’ Concentration by 6X”. Image does not include some Chinese characters and #VEC2019.

    So
    the Chinese line under the title is present in the newer version but I
    don’t see any other changes. I did a Google image search and this
    appears often on LinkedIn, but it’s not coming up linked directly to
    another source (so far).

    The images seem to have a ā€œsourceā€ credited in the lower right corner.

    Retyped here with kept capitalization but not formatting:

    Study on the Effect of VR on Students Concentration, Saga University, Japan, N = 30, Age (12~13).

    Capitalization
    matters because it can indicate how much the author is following a
    particular reference style (APA, MLA, IEEE, etc.) Also some statistical
    and mathematical symbols change meaning if they are capitalized or not.

    So six times the improvement of concentration on VR!  That is an attention grabbing number!

    I’m not the first person to report that FINDING that article by that name or some derivative appears to be impossible. However, looking at that citation, a few thoughts pop up:

    • There
      is a formatting change in the line that looks like text has been added
      or overlaid. In particular, the age information is odd.  Researchers
      don’t usually add the sample groups’ age in a citation particularly when
      everyone in the research study (supposedly) was of the same age.  Ages
      didn’t vary within the study.  The N info can be properly included in a
      figure caption, which is different from a citation. So this info looks
      like a blend of an attempt to give a citation and more information…for
      perhaps ā€œpeople who were askingā€? (I BET.)
    • It is entirely
      possible that this source was published in a language other than
      English. The title is academic-looking but academics are also sticklers
      for choosing the exact words to reflect what we mean and this title is
      actually a little wordy.  That tips me off that it might be a
      translation.  For example, tight academic English would have been ā€œThe
      effect of VR on students’ concentration.ā€  All through some of the
      sources I go through next, I have the feeling that I’m dealing with a
      good-hearted translation.  Good intentions, yes, but not the original
      author’s thoughts. Hmm.


    In 2020, a few other images and a link circulated associated with this research.

    Shared on Facebook as ā€œslidesā€ from a conference talk:

    Take note of the learner’s clothing and the Source.

     

    This version has the “6X” in big red font with an arrow.

    “VR Increased Youth Creativity by 37%, Creative Tendency 2.1X”

    “Student Output Sample” Personal comment: I find this comparison disgusting, laughable, and then disgusting again.

    There was a suggestion that THIS is the actual study here: A Case Study – The Impact of VR on Academic Performance

    https://mk0uploadvrcom4bcwhj.kinstacdn.com/wp-content/uploads/2016/11/A-Case-Study-The-Impact-of-VR-on-Academic-Performance_20161125.pdf

    For the next part of this article, I’m really getting in the weeds of the research.  Get a cup of coffee and keep up.

    As
    a summary of the research a teacher separated students into a control
    group and a VR group. Then each of those groups was measured for
    learning either in the same class period or two weeks later.  The VR
    group was compared to the control group.

    Note that the control group is the ā€œTraditionalā€ is a teacher talking with a PowerPoint for 30 minutes.

    Remember that Intermediate refers to the ā€˜same day’ test and Retention refers to the test 2 weeks later.

    Before I get into some problems, I’d like to say a couple of items in this teacher’s defense:

    • First, it is clear that the teacher means well and is supportive about the use of VR in the classroom.  
    • Second, the teacher taught an astrophysics lesson. Physics content is an area of ideal use for VR because
      of the conceptual and sometimes ā€œhard to seeā€ type of content (hard to
      see atoms, hard to conceive of galaxies, etc.). There is always a direct
      relationship between ā€œseeingā€ and understanding when trying to use VR.
    • Technically,
      self-publishing isn’t awful.  I do that myself. I think more publishing
      will be self-publishing in the future.  But I’m also NOT SELLING
      SOMETHING and not dangling the data behind paid links (cough, Medium) or
      concealing references to support eye-popping results.  Don’t forget, it
      said SIX TIMES.

    Inside this paper, there are some concerning misfires.

    The
    first would be the experiment design.  It is poor ground to stand on to
    compare not cognitively equivalent experiences.  PowerPoint versus VR
    is not a fair fight and just with that item, that research shouldn’t be
    published.

    Second, as I read through to get my bearings, the
    author seems to put some of the wrong data in the wrong places through
    the paper (they talk about the Intermediate data last and the Retention
    data first when those were administered in the opposite order) and then
    they attribute the averages backwards. It’s like the paper had a cut
    & paste festival run through it.

    Example page 9, in a section talking about the Intermediate test, subtitled ā€œVR Improves Test Scoresā€

    ā€œThe
    average score of the VRIT group is 93, CIT, 73. On average, VRIT group
    has registered a 27.4% growth in terms of score, indicating the great
    advantage of VR in the teaching of astrophysics.ā€

    OK, that first sentence is true.  Here’s my data check:

    I also get averages 93 and 73.  But the difference between 93 and 73 is 20, not 27.4.

    Then on page 10, there is a graph that immediately followed this text: 

    Both
    the text here and the graph indicated that the gap between 93 and 73 is
    27.4%.  It is not. It is 20.  But I’m trained to look for ā€œaccuracyā€
    that suddenly arrives that wasn’t present before.  Where did that 0.4
    accuracy come from?. And how did the percent symbol sneak in? The
    percent symbol isn’t anywhere else in this image (red flag). Does that
    27.4% look pasted on?  Why? I’d cry ā€œSignificant Figures!ā€ here but the
    27. 4% does show up on Page 14:


    “4.2.1. VR Improves knowledge Retention 

    In
    Retention Test, the average score of VR group is 90, while that of the
    traditional teaching group is 68. The gap between the two average scores
    is 32.4%, higher than that in the Immediate Test 27.4% (# 4.1.1-1),
    suggesting that knowledge taught in traditional mode is more inclined to
    be forgotten, while VR-based teaching could help students get a deeper
    impression and maintain long-term memory because it creates a quosi-real
    environment, interacts with students and make students more involved in
    the teaching.” [spelling in context

    OK, so now the text says that the difference between 90 and 68 , which is 22 points, is 32.4%!
    OK, so they are not trying to communicate the point difference (a
    number), they are communicating, on purpose, a percent difference. Ah! 
    OK. Points and percentages are different, and they know that. Now I feel
    better.

    But notice, why would you convert one set of numbers like this:

    • Hey the difference was 20 points!

    To another set of numbers like this:

    • Hey the difference was 27.4%!

    Answer:
    27.4 is interpreted as ā€œbiggerā€ than 20 even though, in this case, they
    are the same (percentage and points, respectively).  Sigh. It’ another
    instance of the SIX TIMES difference.  If I make the number appear more
    impressive, I have more of your attention.

    Folks, this is exactly
    what peeves me here.  Remember that I WANT this research to be positive
    and true.  But when you manipulate the numbers just to get me to go wow,
    I’m on to you. I get extra angry when you are making money off of this
    manipulation.

    In 2020, I commented:

    “Can we get more eyes on ā€œCase Study – The Impact of VR on Academic Performanceā€  Several red flags with that paper:

    1) Self-published by a mobile training solutions company.

    2)
    I calculate the standard deviation of the controlled group as 19.6 (by
    taking the first test results ONLY) and when one is claiming the
    difference between the groups is 27% (uh, I’ll go with 20 percentage
    points difference between 73 and 93) that means the standard deviation
    is enough to cast doubt on the results. 

    Also students were
    allowed to retest and there appear to be no randomization of assigning
    the students. This means that students better in the subject could have
    landed in the VR group.  

    Hmm….I am just not comfortable with recommending this source. Hey, I could be wrong.”


    I
    want to spend just a little more time on the stats.  First, standard
    deviation.  Refresher!  Standard deviation is a descriptive number that
    describes how well the average describes the group.  Quick example:


    One
    class: 2 students. Students score 45 and 55 on an exam. The average is
    50. The standard deviation is 5.  That means that a random student, if I
    could mix all the students up and just pick one student out, differs
    from the average score by 5 points.  Said another way: most students are
    scoring with 5 points of 50. And this is true. In one case, if I picked
    out a student, they’d be scoring 45, which is 5 points off the average.
    In another case, the student would be scoring 55, which is 5 points off
    the average. Five points off and five points off. That’s good, that’s
    ā€˜tightā€. Therefore the average of ā€œ50ā€ is a nice tight description of
    how the class is scoring.

    One class: 2 students. Students score 0
    and 100 on an exam. The average is 50. The standard deviation is 50. 
    That means that a random student differs from the average by 50 points.  
    Said another way: most students are nowhere near the average score. 
    They are missing it hugely. Both students are off by 50 points.  The
    average of ā€œ50ā€ does NOT describe this class scores very well at all. 
    It’s junk.

    So you generally want small standard deviation numbers if you want to believe that your average number is a good descriptor.

    Let’s go look at those standard deviations (I calculated) again.

    So
    I calculated the standard deviation in 2020 of the Control Group
    Intermediate Test Average Score to be 19.6. Same result by recalculating
    that in 2021 (so I’m using myself as my own data checker by inserting
    time between the 2 calculations).

    That is troublesome.  A standard
    dev of 19.6 when the difference between the 2 groups was 20 means that
    the control group could, reasonably, waver from ~53 to ~93 on their
    score and still be considered ā€œOKā€ and reasonably near the group
    average.  But that means that the control **could have scored** near the
    VR group.  93 is quite near 93. (#fact)

    So, a statistical flag on
    that play.  When you have reason to think that your experimental group
    and control group **could have* scored the same, you do not have reason
    to think that cause and effect has happened in your experiment, you
    should doubt that your independent variable caused your dependent
    variable’s results.

    In plain language, VR could not be causing higher scores.  Higher scores could have happened by chance.

    This
    is what I meant when I said that this data does hint that ā€œstudents
    good at VRā€ could have simply been sorted into the VR group
    unintentionally and thus, voila, do great at the content. (The photos of
    the students admittedly look like they are ā€˜having a good time.’)
    Statistics is meant to help us  know how much to believe in some numbers
    and doubt other numbers. (Remember the line: Lies, Damn Lies, and
    Statistics?) I know this is deep math for some, but it’s just saying
    that these numbers are not believable as they stand.

    Also, I want
    to point out that I’m NOT strong in ā€œpowerā€ talk in stats, but this is
    the field of being able to know how many individual data points you need
    before you can trust a whole set of data points. Data points are known
    as ā€œNā€s.  An N of 10 is quite ridiculously low for a sample size.  10
    students are nice but no one should be spending thousands of dollars
    buying headsets or software because of data from 10 students.  And
    remember, when you are seeing these numbers, you are being convinced to
    buy.  You are NOT being convinced to research deeper. More on this is
    coming after some more scrolling down.

    Finally, one last big item that you might have forgotten down in these weeds:

    After all that searching, where is the EEG data?

    Where’s the EEG data?

    Well,
    not in this paper, that’s for sure.  But the image you are looking at
    has only ONLY half-hearted reference on it (lower right).  Where does
    the EEG data come from?  I tried to find it both by topic and image
    search.  Maybe that’s where ā€œSaga Universityā€ comes in?  I don’t know.
    Word on the street is that that EEG data is made up.  I really don’t
    know. I can tell you that I’m suspicious because I’m not sure why one
    would research on VR with EEG (a reasonably expensive test), publish
    your results in color, find six times more activity and then bury your
    published paper about it?  Seems fishy to me.  Again, though, this could
    have happened all in another language and me and Google are failing to
    find it.

    There’s possible other stats problems in the paper but I’ll let it rest.

    Also
    circulating from 2020 was this one long infographic that I screen
    captured into slices.  The images are grainy, I know. (sad face)

    Presentation slide: “VR-based Education Shown to Enhance Academic Performance, November 2016”

    Slide from presentation.

    Slide from presentation with text “VR shown to significantly boost students’ learning and test scores”
    Slide from presentation with text: VR enhanced curriculum improves learning comprehension and retention

    Slide from presentation emphasizing that the control and experimental groups had the same instructor

    Slide from presentation emphasizing that the VR was additional to the traditional instruction.

    Slide from presentation with QR code. Note prominent VIVE logo.

    This
    infographic appears to be supporting this image. The ā€œEvery child can
    be a geniusā€ phrase and the numbers appear to be the same.  I have only
    one item to say about these slides: cute UFO theme.

    Note that the student clothes looks similar:

     

    I tried to find ā€œStudy of VR Education and Effects upon Academic Learningā€  Google Scholar and Google can’t seem to find it.

    Searching on iBokan Wisdom Tech Training instead, it seems to be used as a reference from here: https://www.degruyter.com/document/doi/10.1515/phys-2017-0114/html

    To: here:

    [5]
    Beijing Bluefocus E-Commerce Co., Ltd. and Beijing iBokan Wisdom Mobile
    Internet Technology Training Institutions, A Case Study – The Impact of
    VR on Academic Performance, 2016. Search in Google Scholar

    That is a dead end, as in, dead link:


    Back
    to the August 2021 comments.  Notice how even if this data cannot be
    substantiated, folks are still eating it up! 99 reactions last I
    checked:

    Who needs sources?


    (Blocking all these names is making me crazy!)

    Or at least, they are eating it up if they work at that same company as Author A.



    But there are a few of us VR Research Jedi’s prowling that send up warnings.  

     

     

     

    My
    colleague is much more even in tone than I am but they do strike the
    right balance with saying that we ARE hoping to find positive learning
    research as it relates to VR.  

    But this isn’t it.

    P.S. I don’t know why Author A posted twice.  Zealous much?

    I’m coming in here.  This is the link I share: https://www.analyticsinsight.net/extended-reality-enhancing-healthcare-industry/

     

    Uh. 
    I didn’t respond after this.  Author A apparently didn’t realize that I
    was questioning the research in HIS OWN reply immediately above about
    the ā€œMiami Children’s Hospital CEOā€.  Perhaps he thought I was so
    excited about his first graphic.

    If you cannot properly mansplain to me, I just don’t know what else to say.

     

    Note:
    side fight broke out! Although, I’m not sure what they are fighting
    about…  I suspect autocorrect did it because that’s one perky
    disagreement.  Tee hee hee…

     

     
     

    There
    is one honorable mention of a person that asked for ā€œwe need a
    concerted effort to also communicate the methodology and external
    validity for such research. For industry adoption, particularly
    healthcare, the core elements of research must be extracted and
    communicated alongside the highlightsā€

    Hey, nice try buddy!


    Note that all of the positive supportive comments came from people working in the VR industry.  That’s not bad, it should just be noted.

    If you are selling me something, don’t I have a right to doubt the research you hand me?


    FYI,
    during the writing of this article, this same Author A continues with
    the ā€œI’ll tell you something tantalizing about VR!ā€ and then makes you
    click on a link where:

    He makes money.

    He doesn’t have to give you more information or sources.


    That LinkedIn link right there? Goes to Medium, for a ā€œ2 minuteā€ article. I didn’t click on this.

    Why does all of this matter?

    Because
    media will never influence learning.  Yup. I’m a Clarkist.  Studies
    that say that VR makes eye-popping differences in learning is not
    supported by every media study we’ve ever done as humanity since the beginning of time.  

    If
    we go around telling everyone that all students will be geniuses and
    that VR will cause six fold increase in grades, those of us that DO
    support VR for education are going to be out of jobs pretty quickly as
    that bubble will pop.

    ~~

    I recently watched Exodus: Gods and
    Kings and I love this exchange between Moses and Malak (who is the
    messenger of God).  Moses is fed up with Egypt/slavery and is being told
    to cool his jets by God.

    Moses: So what do I do, nothing?

    Malak/God: For now, you can watch.

    ~~

    You can watch. 

    You can watch as I tear this research up.


    Clark, R.E. Media will never influence learning. ETR&D 42, 21–29 (1994). https://doi.org/10.1007/BF02299088

    #edtech #research #VR #VReducation #VRResearch #TooGoodToBeTrue #MediaWillNeverInfluenceLearning #InstructionalDesign

     

    This is a copy of the article I published on Linked In on August 17, 2021

    This post was edited on April 11, 2026. The font was improved and the images re-placed. Slight editing of content.