VR Education Support System—A Case Study of Digital Circuits Design
Abstract
:1. Introduction
- Education independent of time and space
- Personalized learning
- Flexible learning
- Project-based learning (MAKER)
- Data interpretation
- Not based on a single exam, but rather continuous improvement
- Learning programs with student participation
- Mentoring
2. Educational Use of VR
3. Education in the Field of Digital Circuits
4. Work Environment
- The application worked smoothly, regardless of the computer configuration, at 90 frames per second. The slight delays that were noticed occurred with PC 2 and Oculus Quest 2 configurations. The key point, however, is that the application was built in full compatibility mode with HTC Vive.
- The highest number of frames per second was achieved with the configuration of computer 1 and HTC Vive. The main element that affected this result was the use of a more powerful graphics card from the 2000 series. For levels where there were significant graphical animations, such as particles on the reactor, or the generation of subsequent stages, the number of frames per second decreased slightly.
- Base station spacing has a significant impact on goggle performance and space mapping. Glass negatively affected positioning, meaning that the goggles could get lost in the space. Covering the windows significantly improved the performance of the base stations, which suggests that the room in which the VR activities are implemented should have as few mirrors/windows as possible.
- With four users, the base stations must be located high up so that participants do not enter the mapping area between each other when using the application. Wireless communication between base stations in the lab room proved more reliable than a wired connection.
5. Structure of a VR Application
- Completion of the truth table: whether the map fields have been completed according to the function given in the task,
- Minimization: whether the array fields were properly grouped with each other and whether the number of groups was minimal.
6. VR Application Methodology for Learning Digital Circuits, Research, and Discussion
6.1. Research Methodology
6.2. Results of the Surveys
6.3. Discussion about Advantages and Disadvantages of Working in a VR Environment
6.4. Discussion about Comparison of Different Forms of Education
7. Conclusions
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Conflicts of Interest
References
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Computer 1–2 Machines | Computer 2–1 Machine | Computer 3–2 Machines |
---|---|---|
Intel i7 8700 3.20 GHz | AMD Ryzen 3400 G | Intel i7 8700 3.20 GHz |
16 GB RAM DDR4 3200 MHz | 32 GB RAM DDR4 3200 MHz | 16 GB RAM DDR4 3000 MHz |
MSI GeForce RTX 2070 | MSI GeForce GTX 1070 | MSI GeForce 1070 ITX 8 GB OC |
SSD SATA III 256 GB | SSD SATA III 256 GB | SSD SATA M.2 275 GB |
Questions | Strongly Disagree | Disagree | Neither Agree Nor Disagree | Agree | Strongly Agree | Cronbach’s Alpha |
---|---|---|---|---|---|---|
| 0 [0%] | 1 [2.5%] | 10 [25%] | 18 [45%] | 11 [27.5%] | 0.734 |
| 2 [5%] | 10 [25%] | 17 [42.5%] | 8 [20%] | 3 [7.5%] | |
| 0 [0%] | 1 [2.5%] | 10 [25%] | 18 [45%] | 11 [27.5%] | |
| 0 [0%] | 2 [5%] | 10 [25%] | 15 [45%] | 13 [32.5%] | |
| 0 [0%] | 0 [0%] | 8 [20%] | 22 [55%] | 10 [25%] | |
| 0 [0%] | 0 [0%] | 8 [20%] | 15 [37.5%] | 17 [42.5%] | |
| 0 [0%] | 0 [0%] | 4 [10%] | 21 [52.5%] | 15 [37.5%] | |
| 1 [2.5%] | 11 [27.5%] | 22 [55%] | 5 [12.5%] | 1 [2.5%] | |
| 0 [0%] | 4 [10%] | 18 [45%] | 12 [30%] | 6 [15%] | |
| 0 [0%] | 2 [5%] | 13 [32.5%] | 15 [37.5%] | 10 [25%] | |
| 0 [0%] | 0 [0%] | 5 [12.5%] | 17 [42.5%] | 18 [45%] | |
| 1 [2.5%] | 14 [32.5%] | 17 [42.5%] | 6 [15%] | 3 [7.5%] |
Questions | Traditional (Classical) | Information Technology (Computer Applications) | Immersive (VR) | Cronbach’s Alpha |
---|---|---|---|---|
| 13 [32.5%] | 23 [57.5%] | 4 [10%] | 0.842 |
| 6 [15%] | 13 [32.5%] | 21 [52.5%] | |
| 7 [17.5%] | 19 [47.5%] | 14 [35%] | |
| 1 [2.5%] | 20 [50%] | 19 [47.5%] | |
| 10 [25%] | 22 [55%] | 8 [20%] | |
| 14 [35%] | 26 [65%] | 0 [0%] | |
| 3 [7.5%] | 23 [57.5%] | 14 [35%] |
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Paszkiewicz, A.; Salach, M.; Strzałka, D.; Budzik, G.; Nikodem, A.; Wójcik, H.; Witek, M. VR Education Support System—A Case Study of Digital Circuits Design. Energies 2022, 15, 277. https://doi.org/10.3390/en15010277
Paszkiewicz A, Salach M, Strzałka D, Budzik G, Nikodem A, Wójcik H, Witek M. VR Education Support System—A Case Study of Digital Circuits Design. Energies. 2022; 15(1):277. https://doi.org/10.3390/en15010277
Chicago/Turabian StylePaszkiewicz, Andrzej, Mateusz Salach, Dominik Strzałka, Grzegorz Budzik, Alicja Nikodem, Hubert Wójcik, and Marcin Witek. 2022. "VR Education Support System—A Case Study of Digital Circuits Design" Energies 15, no. 1: 277. https://doi.org/10.3390/en15010277
APA StylePaszkiewicz, A., Salach, M., Strzałka, D., Budzik, G., Nikodem, A., Wójcik, H., & Witek, M. (2022). VR Education Support System—A Case Study of Digital Circuits Design. Energies, 15(1), 277. https://doi.org/10.3390/en15010277