1. Introduction
The world has moved toward a global business transformation associated with the Fourth Industrial Revolution, or Industry 4.0. Industry 4.0 refers to how emerging technologies, like the Cloud, robotics and cobotics, the Internet of Things, automation, mobility, etc., are disrupting how products are being produced and delivered to the markets [
1]. Indeed, this new era has been characterized by a more complex, interconnected, and holistic understanding of manufacturing [
2,
3]. Given such a scenario, it is a valuable opportunity for higher education institutions to use those technologies to improve teaching through innovative pedagogical and technology-assisted strategies, facilitating access to quality education in facing current global problems and redesigning tomorrow’s world [
4]. Moreover, the emergency created by SARS-CoV-2 has resulted in the necessity to generate learning spaces in higher education that allow students to participate in practical courses or laboratories that are like those they would have in normal conditions.
Mixed reality immersive applications could replace or complement real-life experiences, which are fundamental in achieving desired learning outcomes. Furthermore, these applications offer the advantage that students can relive the experiences at their own rhythm and repeat them as many times as required [
5,
6]. In Business Administration academic programs, visiting a production facility to observe their manufacturing processes and apply the acquired knowledge to a real-life situation is a valuable pedagogical tool. However, due to various reasons, it has become more difficult to find companies willing to host such visits and that will also present the adequate conditions to offer students the correct learning experience they need. This issue has been further worsened by the pandemic. In this study, a Virtual Tour (VT) application was designed to substitute in-person visits to production facilities. The purpose of this study was to evaluate the implementation of this virtual tour in the context of a lecture on learning, motivation, and user experience through a mixed research design.
The contributions of this paper are as follows: first, in contrast to others, we propose a VT application as a tool to provide a learning experience specially designed to meet the requirements of a course curriculum; second, we revised and updated the ‘traditional’ learning methodology, class materials, activities, and evaluations according to current principles to integrate active learning and immersive technologies; and third, we performed a user study to compare the use of the virtual tour application, versus the updated ‘traditional’ (without interactivity) material. We present qualitative and quantitative results.
The remainder of this article is structured as follows: we review the related work in the next section. Then we present the material and methods in
Section 3. The description of the quantitative and qualitative studies is presented in
Section 4, and their respective results are in
Section 5. We discuss our findings in
Section 6, and finally,
Section 7 presents conclusions and future work.
6. Discussion
The purpose of this research was three-fold: (1) to identify if the use of VT as a pedagogic resource improves students’ understanding and motivation toward the class content in comparison to the control group in a business administration academic program (2) to test if the scores of the user experience questionnaire were superior in the experimental condition in comparison to the control group, and (3) to analyze the opinion of participants of experimental condition regarding the usability and contributions of the VT.
Regarding the first research question, a Mann–Whitney analysis of the situational motivation scale revealed significant statistical differences between the control and experimental conditions for two of the subscales: intrinsic motivation and amotivation (confirming H2 of the quantitative study). According to Guay et al. [
30], intrinsically motivated behaviors are those that are engaged for their own sake, in other words, for the pleasure and satisfaction derived from performing them. In this regard, students from the experimental group experienced higher intrinsic motivation while engaging in the learning activity using the VT compared to the student that used a traditional presentation, suggesting a higher level of satisfaction after performing the learning tasks. Previous research has shown that the more self-determined forms of motivation, such as intrinsic motivation or identified regulation, are more closely associated with positive consequences, such as psychological well-being and learning [
30]. These results are supported by the qualitative outcomes, where participants of the experimental condition agreed that the experience using the VT kept them entertained and interested in the content of the course.
Regarding amotivation, the analysis also revealed that the participants in the control condition experienced higher levels of amotivation in comparison to participants from the experimental condition. When amotivated, individuals experience a lack of contingency between their behaviors and outcomes. Their behaviors are neither intrinsically nor extrinsically motivated. Amotivated behaviors are the least self-determined because there is no sense of purpose and no expectations of reward or possibility of changing the course of events [
30]. When individuals feel a lack of autonomy, meaning they perceive their actions as controlled or imposed upon them, they may become amotivated, similarly, when individuals feel a lack of competence, they may experience amotivation. In this sense, since students in both conditions were carrying out the activities defined in the research protocol and despite participating voluntarily in this quasi-experiment, the activity did not generate any kind of expectation of reward for participation. According to the theory, the students could perceive that their actions were imposed upon them, thus, a certain level of amotivation was expected. However, this sensation was lower in the group that was able to interact with the VT. Furthermore, some authors suggest that amotivation is associated with boredom and poor concentration in educational contexts [
44]. In the case of the participants from the experimental condition, during the focus group, they shared that the experience using the VT was “entertaining and interesting”, which is coherent with the quantitative results. These results are consistent with Shen et al., who found that the positive emotional clues produced during immersive learning did trigger changes in the learner’s mood, which can significantly enhance learners’ motivation and mind-flow experience [
12].
Concerning the conceptual assessment results, we did not find any significant differences in the students’ performance after completing the exercises and we did not observe any improvement in the answers of either group, thus we reject hypothesis 3 of the quantitative study. Several factors could have contributed to these results. First, when we analyzed the difficulty of items, the percentage of “difficult” items was higher than recommended by literature for a written test [
45]. The high level of difficulty could have influenced the results, preventing discrimination among groups. Second, although the VT and the provided material mainly focused on the manufacturing process, they did not directly relate to the concepts being tested. However, during the focus group discussions, participants expressed that the VT application helped them better understand the concepts and even the distribution of the space of the factory in the VT felt realistic. It was expected from this class that students were able to evaluate the production process through the use of some work-study techniques, for the reduction of waste. Even when it was not possible to identify differences in the final score of the test, the comprehension of distances in the space is a key element in the context of work-study techniques, this aspect was highlighted by participants as a strength of the VT. Thus, in future studies, we plan to explore the role of the VT in enhancing students’ learning outcomes and evaluate its effectiveness in promoting a deeper understanding of the material.
About the third research question, participants from the experimental condition showed significantly higher scores when they evaluated the VT’s user experience in comparison to the control condition evaluating the traditional material, confirming Hypothesis 1. Additionally, the VT received a high score from participants in the experimental condition compared to the benchmark. The Stimulation scale ranked in the top 10%, while Novelty and Attractiveness were classified as “Good.” These findings further support the results obtained from the SIMS analysis. This was also supported by the results of the focus group regarding the immersiveness and the learning experience offered by the VT and its relation with motivation. These results can be attributed to the application of cognitive load theory principles in the design of the VT within the broader learning process. The incorporation of these principles ensured that the VT possessed suitable characteristics to effectively facilitate learning [
22]. Won et al. found, in a systematic literature review, that current studies on immersive technologies in the educational field do not line up the immersive technology with a pedagogical approach [
18]. In our study, the instructional design played a crucial role in shaping the VT with regard to the learning process, user experience, and cognitive load. From the outset, careful consideration was given to ensure that the VT incorporated specific characteristics aligned with these factors. Similar results using immersive technologies in the classroom have been found by Tsivitanidou et al. [
13] who point out that the instructional design and the adaptation of the immersive learning tool to the learning process are crucial factors to be considered during technology integration in order to obtain positive results in learning and motivation.
Our findings have significant implications for instructional design and practice, particularly in the integration of immersive technologies within authentic educational settings. The results of our study lend support to the notion that a well-designed learning tool, which takes into account the learning process, holds the potential to enhance motivation and engagement during the learning process. Establishing a positive learning environment for students is crucial for fostering improved performance.
One limitation of our study was the relatively small sample size, which could have limited the generalizability of our findings. Furthermore, due to the quasi-experimental nature of our study conducted within a classroom setting, we were unable to randomly select individual participants. Instead, we had to randomize the assignment of entire groups to either the experimental or control group.
Additionally, as the study was conducted during the COVID-19 pandemic, students participated remotely via video calls due to health risks. This situation may have introduced uncontrolled confounding variables, such as variations in hardware setups, study environments, connectivity issues, and other distractions that could potentially impact the quality of the learning experience. Despite these limitations, we were able to perform statistical analyses on our data, and our findings offer valuable insights into the effectiveness of Virtual Tours in enhancing learning experiences. However, we acknowledge that a larger sample size would have provided more robust detection and quantification of the observed effects. Future studies with larger samples are warranted to further build upon our findings.
7. Conclusions
In this work, we presented an active learning methodology that integrates a VT application to help students learn about productivity concepts by showing them a step-by-step procedure to manufacture car seats. The contents of the VT were defined by the requirements derived from the learning objectives of the class, the prepared activities to be conducted during the lesson, and cognitive load theory principles. We presented the results of a mixed-design study with quantitative and qualitative data to evaluate the integration of the VT application. Through the different scales and a focus group, we show that the VT improved the students’ motivation, and thus the learning experience.
Due to restrictions presented by the pandemic, the virtual tour was created as a desktop application. According to the comments obtained during the focus group discussions, this was enough for the students to feel present in the manufacturing plant. This hints that the VT, as implemented, might be a good complement, or even substitute for in-presence visits to manufacturing plants. However, we plan to use immersive technologies, such as head-mounted displays (HMD), to enhance the experience and make it truly immersive. For future work, we plan to compare both desktop and HMD versions.
Although the subject for the Virtual Tour application was very specific to a particular lecture within an academic program, we believe that the use of immersive technologies can be used to improve the learning experience of a wider variety of domains and topics. For example, virtual environments could be used to train psycho-motor skills, e.g., manipulating laboratory equipment in a chemistry class, as has been performed in other fields [
46]. Additionally, for this iteration, we focused on the learning experience, and did not investigate whether it had an influence on the overall academic results of the participants. Future work will focus on exploring these aspects.