Document Type

Article

Publication Date

9-30-2020

Subject: LCSH

Virtual reality in education, Computer crimes--Investigation, Digital forensic science, Gamification

Disciplines

Computer Engineering | Computer Sciences | Electrical and Computer Engineering | Forensic Science and Technology | Information Security

Abstract

This work presents the first account of evaluating learning inside a VR experience created to teach Digital Forensics (DF) concepts, and a hands-on laboratory exercise in Bagging & Tagging a crime scene with digital devices. First, we designed and developed an immersive VR experience which included a lecture and a lab. Next, we tested it with (n = 57) participants in a controlled experiment where they were randomly assigned to a VR group or a physical group. Both groups were subjected to the same lecture and lab, but one was in VR and the other was in the real world. We collected pre- and post-test results to assess the participants’ knowledge in DF concepts learned. Our experimental results indicated no significant differences in scores between the immersive VR group and the physical group. However, our results showed faster completion times in VR by the participants, which hints at VR being more time efficient, as virtual environments can be spun programmatically with little downtime.

Comments

Article published in, Forensic Science International: Digital Investigation, volume 33, Supplement, July 2020.

DOI

10.1016/j.fsidi.2020.301011

Publisher Citation

Courtney Hassenfeldt, Jillian Jacques, Ibrahim Baggili, Exploring the Learning Efficacy of Digital Forensics Concepts and Bagging & Tagging of Digital Devices in Immersive Virtual Reality, Forensic Science International: Digital Investigation, Volume 33, Supplement, 2020, 301011, ISSN 2666-2817, https://doi.org/10.1016/j.fsidi.2020.301011. (https://www.sciencedirect.com/science/article/pii/S2666281720302602)

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