Post-Lecture Interactive Environments for Conceptual Learning: A Randomized Comparison of Mixed Reality and Tangible Instruction in Undergraduate STEM Education

๐Ÿ“… 2026-07-04
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๐Ÿค– AI Summary
Traditional lecture-based instruction struggles to help engineering students connect spatial reasoning with abstract mechanical concepts, thereby limiting their conceptual understanding. This study addresses this challenge through a randomized controlled trial in an undergraduate solid mechanics course, directly comparing mixed reality (MR) and physical manipulatives as post-lecture interventions within an authentic STEM instructional settingโ€”the first such comparison to date. A multidimensional evaluation encompassing learning gains, usability, and user experience reveals that both interactive approaches significantly outperform lecture-only instruction. The MR group achieved the highest normalized learning gain (g = 0.57), while the physical manipulatives group reported superior usability and greater learning confidence. Notably, the MR intervention demonstrated good tolerability among students.
๐Ÿ“ Abstract
Developing conceptual understanding in engineering requires learners to connect spatial reasoning with abstract representations, yet lecture-based instruction often provides limited support for this process. Interactive learning environments, including mixed reality (MR) and tangible tools, may help students revisit difficult concepts through action, feedback, and visible system response. This pilot randomized study compared two post-lecture interventions, an immersive MR application and a tangible Engineering Toolkit, with lecture-only instruction in undergraduate solid mechanics. Twenty-four participants completed a baseline assessment, a common lecture, and a post-instruction knowledge test; participants in the interactive conditions also completed usability and learner-experience measures. Learning outcomes were analyzed using ANCOVA with baseline knowledge as a covariate and were supported by normalized learning gains. Instructional modality had a significant effect on post-test performance, $F(2, 20) = 3.60$, $p = .048$, partial $ฮท^2 = .263$. Both interactive conditions outperformed lecture-only instruction in planned contrasts. MR showed the highest normalized learning gain ($g = .57$), whereas the tangible toolkit showed higher usability and learner confidence. In the MR condition, virtual reality sickness symptoms measured via the Virtual Reality Sickness Questionnaire remained low before and after the intervention, suggesting that the MR application was well-tolerated by participants. These results suggest that post-lecture interactive environments may support immediate conceptual learning while offering different modality-specific strengths that require larger, time-matched follow-up studies.
Problem

Research questions and friction points this paper is trying to address.

conceptual learning
spatial reasoning
abstract representations
interactive learning environments
STEM education
Innovation

Methods, ideas, or system contributions that make the work stand out.

Mixed Reality
Tangible Interface
Interactive Learning Environment
Conceptual Understanding
STEM Education
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