| Australasian Journal of Educational Technology 2012, 28(Special issue, 3), 504-521. |
AJET 28 |
Developing a virtual physics world
Margaret Wegener, Timothy J. McIntyre, Dominic McGrath
The University of Queensland
Craig M. Savage and Michael Williamson
The Australian National University
In this article, the successful implementation of a development cycle for a physics teaching package based on game-like virtual reality software is reported. The cycle involved several iterations of evaluating students' use of the package followed by instructional and software development. The evaluation used a variety of techniques, including ethnographic observation, surveys, student focus groups and conventional assessment. The teaching package included a laboratory manual, instructional support materials and the Real Time Relativity software that simulates a world obeying special relativistic physics. Although the iterative development cycle was time consuming and costly, it gave rise to substantial improvements in the software user interface and in the students' learning experience.
The learning of special relativity is a highly anticipated experience for many first-year physics students, but its teaching and learning are difficult tasks. Special relativity has apparently bizarre implications, and deals predominantly with situations outside everyday experience. Understanding relativity requires one to accept that there is less that is absolute than was once believed, and to accept a model of time and space that is strange and unfamiliar (Mermin, 2005). As such, modifying one's everyday understanding of mechanics to develop accurate constructs of the theory of relativity is extraordinarily difficult (Scherr, 2001; Scherr, Shaffer & Vokos, 2001, 2002). While special relativity is often featured in introductory physics courses, Scherr (2001) indicates that many students fail to develop fundamental concepts in the topic, even after advanced instruction. To address these issues, there have been various efforts to determine students' conceptual misunderstandings and develop activities to address them (see, for example, Mermin, 2005; Scherr, 2001). Since the logical and mathematical structure of relativity is straightforward, the dominant approach to its teaching and learning uses formal logic and mathematics to justify its counter-intuitive conclusions. This is appealing to some students, but leaves many others confused and unsatisfied. Clearly, an alternative approach could be advantageous.
Gamow (1965) pioneered visual representations of relativistic effects in the form of hand-drawn diagrams. With the advent of computers, Taylor (1989) was able to use wireframe graphics to show effects such as the distortion of three-dimensional (3D) objects, colour change due to the Doppler effect, and time dilation. A number of authors have developed more sophisticated computer representations, for example, Physlets (Belloni, Christian & Dancy, 2004), photorealistic images and animations (Weiskopf et al., 2005; Savage, 2005), and computer games (Carr, Bossomaier & Lodge, 2007; Carr & Bossomaier, 2011).
Our project, the representation of a complex relativistic world in real time, grew out of the rapidly evolving capabilities of personal computers. The processing power required to faithfully render a virtual world had become available, thanks to the rapid growth in graphics processing unit capabilities driven by the needs of the gaming community. Real Time Relativity (RTR) renders objects in a virtual world adjusted to factor in relativistic effects. This extends the passive approaches as portrayed in television programs and movies to an interactive, game-like environment very familiar to current students in Australasia. The user has real-time control of how he/she explores and tests the optical, spatial and temporal aspects of near-light-speed motion in a realistic virtual environment. This includes the ability to steer motion in any direction, to change speed and to look around in all directions.
The immersive experience of virtual worlds such as Second Life tends to be related to how they visually replicate the space and time of our world, and learning occurs via social interactions within that environment. With relativity, what students have to learn about is the physical surrounds themselves. The point of our virtual world is that it has aspects of space, time and light propagation noticeably different to our familiar physical environment and other virtual worlds. In designing our virtual world, we deliberately decided to avoid the high-tech VR accoutrements of helmets, gloves, CAVEs, etc, so that we could have an accessible product useable on almost any desktop or laptop computer. Computational requirements for personal computers mandated that the virtual environment be rendered by custom-developed software, and RTR versions for Windows and Mac OS X are now available for free online (http://www.realtimerelativity.org/). During 2011, the required processing power became available on mobile platforms such as smart phones and tablets, but RTR has not yet been ported to those platforms.
The present study made use of RTR to teach special relativity to first-year undergraduate students at two Australian universities, The Australian National University (ANU) and The University of Queensland (UQ). At each university, students worked in small groups in the laboratory (lab) with tutor support for up to three hours. We developed a teaching package, which, along with RTR, was evaluated after each implementation, leading to further refinement of both the teaching package and the software. The teaching package includes a lab manual with assessable tasks. The final product is presented in McGrath, Wegener, McIntyre, Savage and Williamson (2010), and items are available online from the project's website (http://www.anu.edu.au/Physics/vrproject/). The process involved in developing the virtual world and associated teaching materials is presented below. Detailed evaluation methods, and data, from specific points throughout the project have been published elsewhere (McGrath, Savage, Williamson, Wegener & McIntyre, 2008; McGrath et al., 2010; Savage, McGrath, McIntyre & Wegener, 2010; Savage, Searle & McCalman, 2007).
Figure 1: RTR screenshot showing a cityscape scenario


(b)
Figure 2: RTR screenshots showing scenes for which there is:
(a) no relative motion; and (b) relativistic motion
As an introduction to special relativity, RTR provides an immediate visual experience of how different the world appears when travelling at near-light speed. Students begin by familiarising themselves with the environment they can move around in, then increase speed and observe changes compared with what they viewed before. Figure 2 exemplifies this. When stationary, the spaceship can be observed above a striped landscape facing along the direction of two clocks - this is the 'conventional' nonrelativistic appearance of the objects. However, when in the same position but travelling at near the speed of light, optical distortion produces a scene that is drastically altered. Lines that appear straight in the conventional view now curve and are thinned, a cube that is behind the ship appears to the left, the stars become concentrated and the clocks shrink and move to the middle of the field of view.
A typical early activity in an RTR lab session is to start from rest and try to move at high speed towards some buildings. As the user increases speed, the buildings appear to move further away! This visual paradox occurs because relativistic aberration now has a greater effect than motion on visual perspective (relative sizes of objects, which the brain interprets as distance information). This situation captures students' attention. Their moment of confusion stimulates them to question what they are seeing, and motivates them to try to understand; a transformation in thinking then occurs. Students develop understanding by negotiating theoretical justifications for their observations, testing concepts, discussing in groups, with appropriate guidance from tutors. They explicitly connect their experience to theory. What makes this work for learning is the students' belief that what they see on the screen is a true representation of what they would actually see if the virtual world were real. By the end of the session, students design and carry out their own simple experiment to investigate specific relativistic phenomena.
An overview of the distinct stages of development of the virtual environment and its use in teaching is given in Table 1. Detailed discussions of each stage follow.
| Cycle | Development focus | Evaluation focus | ||
| Software (mechanics) | Software (learner requirements) | Teaching package | ||
| Student project pre-2007 | Possibility of representing relativistic effects in real-time | Proof of concept | ||
| Initial trials 2007 | Learning aims - target concepts/phenomena | Exploratory approach | Student response to simulation experience | |
| Funding injection 2008 | Redesign on basis of flexible graphics engine, extensibility | Game/simulator-like implementation - user interface Clarity of display meaning Cognitive load | Exploratory and quantitative approach Complete rewrite of lab manual Introductory familiarisation activity Inclusion of student-designed experiment | Student perceptions, confidence; indicators of learning |
| Mid-term 2009 | Capability to modify and build scenarios | Multiple scenarios to target specific topics Minimisation of non-productive confusion and effort | Conceptual development vs quantitative verification Minor rewrite of lab manual | Process of students interacting with simulation to learn; changes in conceptual understanding |
| Final product 2010 | Windows and Mac OS X versions | Progression from guided to self-directed learning | Changes in conceptual understanding | |
Implementation in practical classes was a clear choice, as the exploratory approach, using and developing generic investigative skills, is aligned with the aims of laboratory learning. The learning aims for the theory of special relativity were also considered closely, so that what was included in the simulations dealt with the concepts considered to make up the canon for first-year university physics. The concepts of reference frames, time dilation, length contraction and the relativity of simultaneity have been repeatedly highlighted as core concepts for understanding special relativity (Mermin, 2005; Scherr et al., 2001, 2002; Taylor, 1989). Besides these standard concepts, RTR also displays other less commonly discussed phenomena, because it is a complete description of a world obeying the laws of relativistic physics. Student responses to the simulation learning experience were positive.
Throughout the development process, updates of virtual world software, teaching materials and evaluation tools were made available online (http://www.anu.edu.au/Physics/vrproject/), and since then have been adopted and used by other institutions, both nationally and internationally (Savage et al., 2010).
The starting point for this investigation was the prototype software together with teaching materials already used at ANU and UQ. The software underwent a rebuild, addressing a wishlist for greater ease of graphical implementation (stability, efficiency), better usability (GUI, more user-friendly interface) and sustainable future development (extensibility, cross-platform support), utilising the open-source Object-Oriented Graphics Rendering Engine (OGRE at http://www.ogre3d.org/). The teaching package was updated with guidelines for using the software provided, and students were required to complete a set of short-answer questions and calculations during the lab session.
Throughout the project, the design of the virtual world was adapted to optimise engagement and student inquiry (Adams et al., 2008a, 2008b) while minimising confusion and cognitive load (Paas, Tuovinen, Tabbers & Van Gerven, 2003) (specific examples are detailed below.) Students were observed in an extended form of iterative usability testing (Nielsen, 1993) examining the virtual world and learning activities as a combined system. The project used a multi-methods research approach (Schutz, Chambless & DeCuir, 2004), which included surveys, confidence logs, concept tests, observation, interviews and focus groups. The surveys gauged student satisfaction on various aspects, while the confidence logs and concept tests (before and after labs) measured learning gains. Classroom observation of students performing their labs was conducted by one of the authors (McGrath) who was otherwise not involved in the physics course, and focussed on noting evidence of substantive conversations, time taken for activities, and recurring issues and questions.
Students were informally interviewed to allow elaboration on responses and elicit explanations of observed behaviours. Informal interviews of lab tutors were also conducted. Student focus groups examined how learning with RTR worked within the course context, and supplied further feedback about the design. Data from previous semesters fed into analysis and design for the next phase in the simultaneous development of the RTR simulator and of the associated teaching package. This methodology of iterative cycles of development and evaluation was used to develop a successful final product of software, learning activities and guidelines for users. Table 2 summarises the teaching package activities for each stage (semester) during the project, while Table 3 outlines the specific evaluation aims, tools and outcomes in the various semesters.
The package was first trialled with a relatively small student cohort at UQ. The first RTR activity undertaken by students was exploration of the virtual environment. Students took, on average, 23 minutes to complete a familiarisation activity in which they developed competency with the user interface and an awareness of the virtual environment and basic effects of RTR. This was considered suitable within a standard three-hour lab session. Students were guided through a variety of activities to observe and validate various relativistic effects.
| Semester/ year | Content of activity | Assessment tasks | Comments |
| S1/2007 | Java applet and RTR simulations Length contraction, time dilation, Doppler effect Observe and explain | In-class short answers and calculations | Based on earlier UQ and ANU experiences |
| S2/2007 | Java applet and RTR Time dilation, Doppler effect Observe and explain | Pre-lab and in-class short answers and calculations | Introduced pre-lab questions, dropped length contraction (difficult to measure) |
| S1/2008 | As above | As above | First year of ALTC funding |
| S2/2008 | RTR only Observations of clocks, time delay, time dilation, aberration, distortion, length contraction, Doppler effect Verify time dilation | As above | Laboratory notes rewritten |
| S1/2009 | As above | As above | Activity completed by all students in class |
| S2/2009 | Time delay, time dilation, aberration, length contraction, Doppler effect, alternate reference frames Verify time dilation | As above | Minor rewrite of notes - more exploratory, less prescriptive |
| Semester/ year | Aim(s) | Items | Observations |
| S2/2007 | Explore affective outcomes, both nominated and with respect to other experiments | Likert perception questions (pre and post) Open-response questions (post) | Evidence that special relativity is seen as an abstract subject, and that the RTR lab activities are seen as more abstract than other lab activities Students perceived having a poor understanding of special relativity before undertaking activities, and a better understanding after Open-response statements identified some issues in the usability of RTR |
| S1/2008 | Explore affective outcomes, both nominated and with respect to physics in general, other experiments and other topics Provide evidence as to where students encounter difficulties, weight of each activity, what students do Longer-term considerations, broader course context Look for indicators of impact on other activities within the course | Likert perception questions (pre and post) Open-response questions (post) Observation and timing of students undertaking activities Student focus groups Student workbooks and exams | Issues in the usability of RTR identified, including how students dealt with these issues Timing provided indication of student focus and issues Observational data indicated how students used the RTR interface, and what conversations arose Focus group provided evidence of incorporation of RTR into course, and stories of different understanding between students who had and hadn't completed the lab |
| S2/2008 | Quantify student confidence with aspects of special relativity and identify specific aspects affected Identify common misconceptions and identify changes in student conceptions | Confidence intervals, concept questions and Likert perception questions (pre and post) Open-response questions (post) Observation and timing of students undertaking activities Student focus groups | Identified most areas as improved - explain special relativity to someone who isn't studying physics, solve problems with special relativity, identify changes to shape and colour - but no statistically significant change with regards to length contraction |
| S1/2009 | Identify changes in student understanding | Concept log: a list of statements identifying concepts Likert perception questions (pre and post) Open-response questions (post) | Indicated that RTR supports more correct concepts |
At this stage in the development cycle, a pre-experiment survey was conducted in order to examine students' views on physics, lab experiments, special relativity and computing. A post-experiment survey explored students' views of their learning, concepts and experience of RTR and its use in comparison with other lab experiences. The surveys were developed from existing survey instruments exploring students' attitudes towards maths, physics and lab activities (Adams et al., 2006; Cretchley & Harman, 2001; Read & Kable, 2007). Before they were administered, they were analysed for validity through student focus groups and checked for internal consistency.
The survey results show that students find special relativity more abstract than other areas of physics (70% agree or strongly agree, N = 45), confirming the usefulness of the approach. Students demonstrated enthusiasm for the software, lab experience and subject matter. After using RTR, 72% of students indicated they would like to learn more about special relativity, 78% indicated they would like to use more simulations in their studies, and 90% claimed they enjoyed the experience, with only 2% of students surveyed claiming to not have enjoyed the experience. Students generally reported enjoying trying new things on a computer (86% agree or strongly agree), finding simulations to be an effective way to learn (79% agree or strongly agree), and feeling comfortable playing 3D computer games or using 3D simulations (80% agree or strongly agree). A combination of observation and survey data showed that age, gender and prior experience with computers (including VR and 3D gaming) had no significant correlation with students' judgments of their experiences in the lab. Therefore, we have thorough evidence that we are not introducing an equity problem through a bias against anyone with a lack of confidence in computer use. The survey results confirm that our students do indeed have the characteristics of the audience in mind when the simulation was first conceptualised - the much talked of 'digital native' (Prensky, 2001, p. 1). The survey also shows that a simulation is acceptable to the students, given their expectations of what we do in lab classes.
Students' responses to open-ended questions told us about what they enjoyed about the lab experience as well as about what they believed they were learning. Their responses regarding the former (i.e. enjoyment) were classified into a number of categories, including simply highlighting the RTR simulation (31%), emphasising the visual nature of the experiment (52%), and highlighting the conceptual focus of the experiment (14%). For example, one student most enjoyed "thinking about why the effect occurred". As for student responses regarding learning, these showed that their perceptions of what was being learnt were in agreement with our learning aims. These responses were classified as emphasising either the whole of special relativity (31%), a particular aspect of relativity (e.g. length contraction or optical distortion) (48%), or a recognition of the significant difference of travel at near-light speed (21%). An example of a student response in the last category is: "Special relativity is crazy but cool".
Students reported benefits in understanding from undertaking the activities. As indicators of learning, the concept questions demonstrated improvement in some areas, but had a narrow focus and were time-consuming. In the case of the ANU students, who received more instruction (lectures) beforehand, the questions matched the course content too closely, so that students knew the answers before beginning. Hence the concept questions were later abandoned in favour of agreement or disagreement with concept statements on a Likert scale, with the goal of providing a broader and quicker insight into student understanding.
Students using this early version of RTR reported user input as the main area in need of improvement. Changes to the user interface that were driven by student feedback were:
Observations revealed that every student group spent time engaged in substantive conversation, as described by Newmann and Wehlage (1993), about the theories and representations of special relativity. For example, students were asked to design and implement a verification experiment within the simulation, and when they were doing this, they were confronted with a pair of clocks with a time difference that changed depending on the location of the observer. Students engaged in negotiation and testing of ideas, using the capability to observe clocks from various locations in time and space. Some student groups required tutor guidance, and significant time and effort; however, all students eventually developed working concepts of the effects of light delay that they then applied to verifying time dilation.
Students view the use of RTR as a positive learning experience. In general, after having used it, they see relativity as less abstract, are more confident in dealing with the topic, and improve their performance on tests. They believe that they have learnt, and results from our concept tests and from formal examinations show that they indeed have - an optimistic sign that RTR can improve students' perceived as well as actual understanding of relativity. The learning outcomes, and how they were measured, are discussed in detail in McGrath et al. (2010) and Savage et al. (2010).
Survey-based self-assessments (the instruments for which are available online at http://www.anu.edu.au/Physics/vrproject/) signified improved student confidence in their understanding each semester; one example is shown in Figure 4. While change in confidence does not directly imply a growth in understanding or learning, it is another indicator of students changing through the experience.
Figure 3: Students' responses to "What aspect of this experiment needs improvement?"
Figure 4: Students' confidence levels in their ability to "Apply aspects of the theory of special
relativity to solve problems" (143 responses from ANU and UQ, Semester 2, 2008 and 2009)
Through our evaluative efforts, we have also gained insight into what, and how, students learnt from the RTR lab. In response to an open-ended survey question that read, "What was the most interesting thing that you learnt from this experiment, and how did you learn it?" students frequently described active processes that closely parallel doing an experiment in the real world (see Figure 5). Hence the VR can be said to have been a good proxy for a hands-on experiment. The students also acknowledged active thinking, sometimes prompted by the people they were working with. This matched classroom observations in that experimentation and observation were primary, and facilitated through collaboration with lab partners.
Figure 5: Classified student responses to open-ended question on how
students
learnt (66 responses from ANU and UQ, Semester 2, 2008 and 2009)
RTR presents relativity in a direct, experiential way that complements the traditional abstract formulation. This helps visual learners, in particular, make sense of the theory. We found evidence that some students subsequently approached relativity in a visual manner, utilising the mental models developed from RTR (McGrath et al., 2010). Students developed a useable resource of personal experience. They also behaved more like experts after using RTR as, for example, they were better able to use correct terminology specific to the topic.
The difficulty students face in understanding this physics topic, together with the efficacy of our VR-based solution in alleviating that difficulty, is summed up by one student's comment about the final version of the learning experience:
relativity is confusing. but the lab helped me to understand it :-)The final product is a mature, robust simulation for special relativity along with supporting learning and teaching materials, all of which are available freely online (http://www.anu.edu.au/Physics/vrproject/) to the wider community.
Lessons learnt from the process of developing the RTR teaching package have since been applied to the teaching of another physics topic: To give students an experience of a world in which quantum mechanics is dominant, a prototype simulation, QSim, has been created using the same programming framework (Savage, McGrath, McIntyre, Wegener & Williamson, 2009). Tracking the initial stages of our development process, it was reviewed by the project team, then trialled by a small group of students. These students (who had already taken courses on quantum mechanics) interpreted the visualisation as designed, and judged it to be a useful learning tool that enhanced their learning. As with the RTR, the students who used QSim regularly commented on the importance of visual models to build their conceptual understanding.
Our iterative approach and expert assistance (in programming and educational evaluation) contributed significantly to the success of the project. Members of the multidisciplinary, cross-institutional team brought to the project a range of disparate skills. A high level of time commitment is required for developing a teaching package in this way, but this is outweighed by the many benefits, among which is the reliability gained from evaluating use of the package with hundreds of first-year students at multiple Australian universities.
Providing easy and affordable access for both students and educators was a concern throughout the project. Progress in commercially available and mainstream computing technology made the development of the RTR simulation possible in the first instance, and the development team worked to minimise technological barriers to its usage.
Interactive computer worlds present immense possibilities for exploring otherwise inaccessible physics. The introduction of students to abstract physics topics such as special relativity in a tertiary education context is well suited to these possibilities. The learning activities we have designed address concerns that abstract physics is often taught with an emphasis on mathematical formulations rather than on its experimental basis, and that students lack direct experience of the concepts. With RTR, students learn by immersing themselves in the environment and interacting with it to experience firsthand the physics in action.
The use of VR enables new types of learning that challenge traditional curricula. Special relativity is essentially a visual phenomenon, with the universal constancy of the speed of light at its heart. It therefore makes sense to teach special relativity visually. The visual nature of the simulations naturally highlights certain aspects of the science - what is easy to 'see' with the simulation is different from what is easy to 'see' with a traditional equation-based approach. Involvement in this project has affected our attitudes about what tasks students should do, increasing acceptance of qualitative observations as opposed to solely concentrating on quantitative measurements that fit well within an equation-driven paradigm. Simulations improve the accessibility of sophisticated physics. With RTR it is completely natural to learn relativistic optics, which is not usually part of introductory courses. The question of what to teach in introductory physics can be answered both by what is important to know and what is able to be taught; the ubiquity of personal computing power and tools today changes those answers. New curriculum possibilities opened up by VR simulations like RTR demand further consideration.
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| Authors: Dr Margaret Wegener, Lecturer and First-Year Teaching Director School of Mathematics and Physics The University of Queensland, St Lucia, QLD 4072, Australia Email: m.wegener@uq.edu.au Dr Timothy J. McIntyre, Senior Lecturer and Head of Physics School of Mathematics and Physics The University of Queensland, St Lucia, QLD 4072, Australia Email: mcintyre@physics.uq.edu.au Dominic McGrath, eLearning Designer Teaching and Educational Development Institute (TEDI) The University of Queensland, St Lucia, QLD 4072, Australia Email: d.mcgrath1@uq.edu.au Professor Craig M. Savage Physics Education Centre, Research School of Physics and Engineering The Australian National University, Canberra, ACT 0200, Australia Email: craig.savage@anu.edu.au Michael Williamson, Software Engineer Physics Education Centre, Research School of Physics and Engineering The Australian National University, Canberra, ACT 0200, Australia Email: michael.williamson@anu.edu.au Please cite as: Wegener, M., McIntyre, T. J., McGrath, D., Savage, C. M. & Williamson, M. (2012). Developing a virtual physics world. In M. J. W. Lee, B. Dalgarno & H. Farley (Eds), Virtual worlds in tertiary education: An Australasian perspective. Australasian Journal of Educational Technology, 28(Special issue, 3), 504-521. http://www.ascilite.org.au/ajet/ajet28/wegener.html |