A Qualitative Evaluation of Student Experience with a Virtual Heritage Application

Lead Author Major

Computer Science, Applied Mathematics

Lead Author Status

Senior

Second Author Major

History

Second Author Status

Senior

Format

Oral Presentation

Faculty Mentor Name

Daniel Cliburn

Faculty Mentor Department

Computer Science

Additional Faculty Mentor Name

Joshua Salyers

Additional Faculty Mentor Department

Library Administration

Abstract/Artist Statement

Virtual heritage is a practice in which digital media is used to reconstruct historic artifacts, places, or events. In this qualitative study, we evaluate the use of virtual reality to educate college students about the Stockton State Hospital, a mental institution active from 1851 to 1995 in Stockton, California. Specifically, we seek to determine whether an immersive virtual reality experience elicits more empathy towards past treatment of the mentally ill compared to traditional learning media such as books and documentary films. To assess this, we allowed students in a general education seminar course to experience the virtual reality application, then asked them to complete a questionnaire asking about their experience. From analysis of the questionnaire responses, we can infer that the virtual reality experience gave students an empathetic understanding of the treatment of the mentally ill in the late 1800s to early 1900s.

Location

Virtual

Start Date

25-4-2020 10:00 AM

End Date

25-4-2020 12:00 PM

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Apr 25th, 10:00 AM Apr 25th, 12:00 PM

A Qualitative Evaluation of Student Experience with a Virtual Heritage Application

Virtual

Virtual heritage is a practice in which digital media is used to reconstruct historic artifacts, places, or events. In this qualitative study, we evaluate the use of virtual reality to educate college students about the Stockton State Hospital, a mental institution active from 1851 to 1995 in Stockton, California. Specifically, we seek to determine whether an immersive virtual reality experience elicits more empathy towards past treatment of the mentally ill compared to traditional learning media such as books and documentary films. To assess this, we allowed students in a general education seminar course to experience the virtual reality application, then asked them to complete a questionnaire asking about their experience. From analysis of the questionnaire responses, we can infer that the virtual reality experience gave students an empathetic understanding of the treatment of the mentally ill in the late 1800s to early 1900s.