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ORIGINAL RESEARCH article

Front. Virtual Real.

Sec. Virtual Reality and Human Behaviour

Volume 6 - 2025 | doi: 10.3389/frvir.2025.1469409

Fostering Environmental Responsibility with JellyBean: A Google Cardboard VR-based Case Study on Cultivating Awareness in Middle and High School Students about Marine Ecology and the Impact of Everyday Pollutants

Provisionally accepted
Tania Roy Tania Roy *Hunt Jackson Sparra Hunt Jackson Sparra Andrey Skripnikov Andrey Skripnikov Sandra Gilchrist Sandra Gilchrist
  • New College of Florida, Sarasota, United States

The final, formatted version of the article will be published soon.

    This paper presents a Google Cardboard VR simulation to raise awareness among participants aged 11 to 16 about marine ecosystem protection. Focusing on the impact of everyday pollutants on sea turtles, a user study (N=12) gauged the VR sessions' impact on student motivation. Mixed-effects modeling was conducted on Likert scale ratings on both the pre-and post-session surveys, finding scores for motivation to learn about nature-and VR-related topics to be significantly higher than 3 ("Neither agree or disagree") after the VR simulation, while also showing that the simulation had some impact on increasing participant interest across both environmental and VR topics. Mixed-effects modeling conducted on Likert scale ratings from the pre-and post-session surveys found significant evidence of above average motivation to learn about nature related topics after the VR simulation. Qualitative feedback emphasized the desire for more interactivity, improved graphics, and enhanced authenticity. Despite these suggestions, participants effectively grasped the educational message, highlighting VR's potential in environmental conservation education. This study's findings underscore the potential of VR-based educational tools in fostering a deeper understanding and commitment among young students towards environmental stewardship, suggesting a promising avenue for integrating technology into environmental education curricula..

    Keywords: Educational game-based learning, environmental awareness, virtual reality, Mobile VR, user study

    Received: 23 Jul 2024; Accepted: 21 Feb 2025.

    Copyright: © 2025 Roy, Sparra, Skripnikov and Gilchrist. This is an open-access article distributed under the terms of the Creative Commons Attribution License (CC BY). The use, distribution or reproduction in other forums is permitted, provided the original author(s) or licensor are credited and that the original publication in this journal is cited, in accordance with accepted academic practice. No use, distribution or reproduction is permitted which does not comply with these terms.

    * Correspondence: Tania Roy, New College of Florida, Sarasota, United States

    Disclaimer: All claims expressed in this article are solely those of the authors and do not necessarily represent those of their affiliated organizations, or those of the publisher, the editors and the reviewers. Any product that may be evaluated in this article or claim that may be made by its manufacturer is not guaranteed or endorsed by the publisher.

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