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“Is that an Oculus?” An Investigation of Ohio Agriculture Teachers’ and Students' User Experience in a Virtual Reality Tractor Safety Experience

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2022, Doctor of Philosophy, Ohio State University, Agricultural Communication, Education and Leadership.
Career and Technical Education (CTE) has become a mainstay in public schools, which evolved from various bills such as the Smith-Hughes Act giving rise to Agricultural Education programs (ACTE, 2022). Agricultural Education uses a combination of classroom and laboratory instruction, experiential learning, and leadership education to prepare students for jobs in industry (Roberts, 2006; NAAE, 2022). The foundation of Virtual Reality (VR), Augmented Reality (AR), and Mixed Reality (MR), are based on an artificial and digital environment provided by a computer and in which a user’s actions determines what happens in the environment. This technology is an option for teachers who wish to incorporate experiential learning and give students real experiences who otherwise might not have the opportunity (Liarokapis et al., 2004; Johnson et al., 2010; Domingo & Bradley, 2018). Virtual Reality has been used across many industries as a form of training, such as medicine, pedestrian safety, construction, manufacturing, military training programs, tractor and machinery operation (McComas et al., 2002; Aggarwal et al., 2006; Tichon & Burgess-Limerick, 2011; Sacks et al., 2013; Namkoong et. Al., 2022). Agriculture is one of the most hazardous industries in the U.S. for all workers, and even more so for young workers (U.S. Department of Labor, 2020). Research has iii shown that educators and students are unaware of basic farm safety information, or where to find the necessary information. In the United States, legislation prescribes training for youth under the age of 16, working in hazardous situations in production agriculture. Specific to tractor and machinery operation, one national curriculum is the National Safe Tractor and Machinery Operation Program. It includes comprehensive lessons around equipment safety, and evaluates students’ competencies though a skills checklist and a driving course. The purpose of this mixed-methods study was to determine the feasibility of a VR curriculum to provide a realistic and positive user experience for students and teachers in tractor and machinery safety operation lessons. A mixed-method approach was utilized with Ohio student and teacher participants using survey research, semi-structured interviews, and performance scores to explain user experiences. Data were triangulated within the teacher population to determine if a relationship existed between the measured variables. Objective 1 sought to describe how students (n =38) performed in the VR program. On average, students accrued a high number of points across the precheck questions and the driving course, which resulted in low performance. Objective 2 sought to describe if there was a difference between a traditional tractor training and a tractor training with a VR intervention. The passing rates of the two groups (n = 42) that completed the tractor operation program were evaluated and found that there was no significant difference between the two groups. It can be concluded that the VR intervention had no significant effect over the traditional training in this one case. iv Objective 3 and 4 used a quantitative survey to describe the 10 constructs of the user experience model. The constructs were Presence, Immersion, Engagement, Flow, Skill, Usability, Emotion, Judgement, Experience Consequence, and Technology Adoption. The survey measured the constructs on a 10-point Likert scale. Objective 3 sought to describe students' (n = 132) user experience from the VR program. Every construct had a mean score over neutral; the Experience Consequence and Technology Adoption constructs scored the highest, while the Flow and Usability constructs scored the lowest. This concludes that the students’ user experience towards this program was positive. Objective 4 sought to describe teachers' (n =13) user experience from the VR program. Every construct had a mean score over neutral except for Flow; the highest constructs were Experience Consequence and Engagement, while the Flow and Skill constructs were the lowest. This concludes that the teachers’ user experience towards this experience was positive. In Objective 5, teachers (n = 11) participated in semi-structured interviews to describe their user experience. Two themes and 9 sub-themes emerged from those results. Three main barriers that impede VR adoption were identified as classroom and resource management, technology barriers, and negative emotions. When these are present, it is challenging for students and teachers to see the benefits of integrating VR into their skillbased activities. However, the benefits of a VR program can still have a positive effect in v classroom applications. This concludes that teachers had a valuable and positive experience. In Objective 6, teachers (n = 11) participated in semi-structured interviews to describe their sense of realism in the program. It was concluded that teachers had a semirealistic experience as they described their movements while interacting with the virtual environment. Objective 7 sought to explore if there was a relationship between teachers’ user experience scores and teachers' quantified realism scores and determine if the user experience instrument could be an indicator of realism. It was concluded that the relationship was negligible between the teachers’ realism and user experience. The findings from this study identified three main factors that influence the integration of VR into Agricultural Education. The implications of these finding suggest VR can provide a supplemental training method for tractor and machinery programs. By ensuring that teachers and students have positive user experiences, addressing students’ performance, and providing a realistic interpretation of a hands-on activity VR can be successfully integrated into skill-based education. Both students and teachers expressed excitement about a new teaching method for a traditional topic that has experienced little change over the years. This study will contribute to the body of literature to further the integration of virtual reality into educational environments.
T. Kitchel (Advisor)
S. D. Jepsen (Advisor)
A. Bowling (Committee Member)
172 p.

Recommended Citations

Citations

  • Pulley, J. (2022). “Is that an Oculus?” An Investigation of Ohio Agriculture Teachers’ and Students' User Experience in a Virtual Reality Tractor Safety Experience [Doctoral dissertation, Ohio State University]. OhioLINK Electronic Theses and Dissertations Center. http://rave.ohiolink.edu/etdc/view?acc_num=osu1658440764958813

    APA Style (7th edition)

  • Pulley, Justin. “Is that an Oculus?” An Investigation of Ohio Agriculture Teachers’ and Students' User Experience in a Virtual Reality Tractor Safety Experience. 2022. Ohio State University, Doctoral dissertation. OhioLINK Electronic Theses and Dissertations Center, http://rave.ohiolink.edu/etdc/view?acc_num=osu1658440764958813.

    MLA Style (8th edition)

  • Pulley, Justin. "“Is that an Oculus?” An Investigation of Ohio Agriculture Teachers’ and Students' User Experience in a Virtual Reality Tractor Safety Experience." Doctoral dissertation, Ohio State University, 2022. http://rave.ohiolink.edu/etdc/view?acc_num=osu1658440764958813

    Chicago Manual of Style (17th edition)