Research: Learning in VR

Objective:

This research's primary objective was to investigate the efficacy of Virtual Reality Learning Environments (VRLEs) in educational settings and to delve into the nuanced impacts of these environments on student engagement and motivation. By examining a course taught entirely in virtual reality, the study aimed to identify the specific elements within VRLEs that facilitate or hinder learning. Key questions focused on understanding the role of 'presence' in engagement levels, exploring students' motivation to learn within VR settings, and scrutinizing the technical or ergonomic limitations that may affect the educational experience.

Hardware
Web platforms

Software & Skills

  • Mozilla Hubs

  • UI/UX

Client
University Computer Science Department

My Roles

  • Lead Software Architecture and Designer

  • Co-Researcher

Process:

The study involved designing a specialized Mozilla Hubs VRLE for the course, providing students with VR headsets, and then teaching and evaluating the course within this immersive setting.

Spoke level editor of the virtual classroom.

Highlights & Milestones:

This project marked my first venture into leading research design and authoring a published paper. Leveraging my extended reality expertise, I directed the UI/UX design in collaboration with clients and users. The milestones reached were technical feats and advances in applied educational research.

Outcome:

The findings suggested that students generally felt the VRLEs enhanced their educational experience, elevating it above other online teaching methods. However, practical challenges like difficulties with note-taking emerged as areas requiring attention.

Future Improvements:

Going forward, there's a need to develop effective methods for note-taking within the VR context, to address the ergonomic challenges associated with prolonged headset use, and to explore options for recording VR classroom sessions for later review.

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VR Simulation for Dental Anesthesia

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Climate Change Simulation