Abstract: This study explores the use of virtual reality (VR) as an educational tool to enhance the understanding of electricity and magnetism among 10th-grade students in India. A VR application was developed using Unity and Meta Quest 2 (https://www.meta.com/quest/products/quest-2/; Access Date: 22nd January 2024), featuring thirteen interactive activities-six on electricity and seven on the magnetic effects of electric current. Thirty participants engaged with the VR platform, which offers a hands-on learning experience not provided in the current curriculum. The methodology involved pre- and post-intervention assessments to evaluate the effectiveness of the VR application. Results indicate a significant improvement in students’ comprehension of electricity and magnetism, suggesting that VR can be a cost-effective and engaging supplement to traditional laboratory setups.
External IDs:doi:10.1007/s11042-024-20387-5
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