5.1. Quantitative Analysis
Descriptive statistics were computed for four composite variables assessing students’ perceptions of learning methods in an IoT course involving a robotic arm: perceived benefits and downsides of face-to-face learning, and perceived benefits and downsides of online learning via a VR-controlled robotic interface (
Table 1).
Table 1.
Descriptive Statistics.
Table 1.
Descriptive Statistics.
Measure | Benefits of Face-to-Face Learning | Downsides of Face-to-Face Learning | Benefits of Online Learning (VR-Controlled Robotic Arm) | Downsides of Online Learning (VR-Controlled Robotic Arm) |
---|
Valid | 31 | 31 | 31 | 31 |
Missing | 0 | 0 | 0 | 0 |
Mean | 4.505 | 2.258 | 4.129 | 2.290 |
Std. Deviation | 0.602 | 0.794 | 0.676 | 0.811 |
Minimum | 3.000 | 1.000 | 2.333 | 1.000 |
Maximum | 5.000 | 4.000 | 5.000 | 4.000 |
Each composite variable was created by computing the mean score of several Likert-type items (1 = Strongly Disagree, 5 = Strongly Agree) that assessed each respective dimension. Specifically, three items measured the benefits of face-to-face learning, two items measured its downsides, three items assessed the benefits of online learning (VR), and three items assessed the downsides of the VR-based format.
The results indicate that the benefits of face-to-face learning were evaluated very positively, with a mean score of 4.50 (SD = 0.60), suggesting strong agreement that hands-on activities and direct interaction with instructors supported understanding of the robotic system. The low standard deviation indicates that this perception was consistent across participants. In contrast, the downsides of face-to-face learning were rated significantly lower, with a mean of 2.25 (SD = 0.79), indicating that participants generally did not perceive physical lab constraints or access issues as substantial limitations.
Regarding the online learning condition using VR, students also reported positive perceptions, with a mean of 4.12 (SD = 0.67) for benefits. While this is slightly lower than the score for face-to-face learning, it still reflects a favorable evaluation of the flexibility and extended testing opportunities offered by the VR environment.
The downsides of the online learning experience were rated low as well, with a mean of 2.29 (SD = 0.81), suggesting that issues such as response time delays or the lack of physical manipulation were not major obstacles for most participants.
Overall, the findings indicate that students perceived both learning environments as beneficial, with a slight preference for face-to-face learning. Notably, the perceived drawbacks of each modality were relatively minor, supporting the potential value of integrating both approaches in hybrid learning designs for technical education.
To examine whether students perceived significant differences between the two learning modalities, paired-samples t-tests were conducted comparing the perceived benefits and downsides of face-to-face learning and online learning via a VR-controlled robotic arm (
Table 2). The analysis revealed a statistically significant difference in perceived benefits, with face-to-face learning rated more positively than online learning (M = 4.51, SD = 0.60 vs. M = 4.13, SD = 0.68), t(30) = 3.10,
p = 0.004. The effect size was moderate, Cohen’s d = 0.56, indicating a meaningful difference in favor of face-to-face learning in terms of perceived effectiveness and value.
In contrast, no statistically significant difference was found between the perceived downsides of the two learning methods (M = 2.26, SD = 0.79 vs. M = 2.29, SD = 0.81), t(30) = −0.21, p = 0.836, with a negligible effect size (Cohen’s d = −0.04). This suggests that participants perceived both formats as similarly low in terms of limitations and obstacles.
These results support the descriptive findings, indicating that while students appreciated both learning environments, they showed a clear preference for face-to-face learning when it comes to its benefits, without perceiving significantly more downsides for either modality.
Table 2.
Paired samples t-test.
Table 2.
Paired samples t-test.
Measure 1 | Measure 2 | t | df | p | Cohen’s d |
---|
Mean_Face_to_face_learning | Mean_Benefits_Online_learning_VR_contolled_robotic_arm | 3.098 | 30 | 0.004 | 0.556 |
Mean_Downsides_Face_to_face_learning | Mean_Downsides_Online_learning_VR_contolled_robotic_arm | −0.208 | 30 | 0.836 | 0.037 |
A paired-samples
t-test was conducted to compare the overall learning experience between the keyboard-based control system and the VR-based control system. There was no statistically significant difference between the two conditions, t(30) = −0.494,
p = 0.625 (
Table 3).
Table 3.
Paired samples t-test for Q5 and Q6.
Table 3.
Paired samples t-test for Q5 and Q6.
Measure 1 | Measure 2 | t | df | p |
---|
Q5 | Q6 | −0.494 | 30 | 0.625 |
The mean score for the keyboard-based experience was 4.290 (SD = 0.739), while the mean score for the VR-based experience was 4.355 (SD = 0.608) (
Table 4).
Table 4.
Descriptive statistics for Q5 and Q6.
Table 4.
Descriptive statistics for Q5 and Q6.
Measure | N | Mean | SD | SE |
---|
Q5 | 31 | 4.290 | 0.739 | 0.133 |
Q6 | 31 | 4.355 | 0.608 | 0.109 |
Another paired-samples
t-test was conducted to compare the perceived intuitiveness of controlling the robotic arm via keyboard versus using the VR interface. There was no statistically significant difference between the two conditions, t(30) = 0.215,
p = 0.831 (
Table 5).
Table 5.
Paired samples t-test for Q7 and Q8.
Table 5.
Paired samples t-test for Q7 and Q8.
Measure 1 | Measure 2 | t | df | p |
---|
Q7 | Q8 | 0.215 | 30 | 0.831 |
The mean score for the keyboard-based control was 4.097 (SD = 0.790), while the mean score for the VR-based control was 4.065 (SD = 0.892) (
Table 6).
Table 6.
Descriptive statistics for Q7 and Q8.
Table 6.
Descriptive statistics for Q7 and Q8.
Measure | N | Mean | SD | SE |
---|
Q7 | 31 | 4.097 | 0.790 | 0.142 |
Q8 | 31 | 4.065 | 0.892 | 0.160 |
Pearson correlation analyses (
Table 7) were conducted to examine relationships between overall learning experience with the keyboard control system (Q5), VR-based control system (Q6), perceived intuitiveness of keyboard (Q7) and VR control (Q8), insight gained about IoT or VR technologies (Q9), and ease of transition from keyboard to VR control (Q10).
Table 7.
Pearson’s correlations.
Table 7.
Pearson’s correlations.
Variable | Metric | Q5 | Q6 | Q7 | Q8 | Q9 | Q10 |
---|
Q5 | Pearson’s r | - | | | | | |
p-value | - | | | | |
Q6 | Pearson’s r | 0.431 * | - | | | | |
p-value | 0.016 | - | | | | |
Q7 | Pearson’s r | 0.236 | 0.065 | - | | | |
p-value | 0.202 | 0.729 | - | | | |
Q8 | Pearson’s r | 0.375 * | 0.264 | 0.511 | - | | |
p-value | 0.038 | 0.152 | 0.003 | - | | |
Q9 | Pearson’s r | 0.609 *** | 0.583 *** | 0.173 | 0.521 ** | - | |
p-value | <0.001 | <0.001 | 0.352 | 0.003 | - | |
Q10 | Pearson’s r | 0.333 | 0.458 ** | 0.392 * | 0.801 *** | 0.646 *** | - |
p-value | 0.067 | 0.010 | 0.029 | <0.001 | <0.001 * | - |
Significant positive correlations were found between the overall learning experiences with keyboard and VR systems, r(29) = 0.431, p = 0.016. The overall VR learning experience (Q6) was also significantly correlated with perceived intuitiveness of VR control (Q8), r(29) = 0.511, p < 0.01.
Insight gained (Q9) showed strong positive correlations with both keyboard (Q5), r(29) = 0.609, p < 0.001, and VR learning experience (Q6), r(29) = 0.583, p < 0.001. Additionally, insight correlated positively with VR intuitiveness (Q8), r(29) = 0.521, p < 0.01.
Ease of transition from keyboard to VR control (Q10) was significantly positively correlated with VR learning experience (Q6), r(29) = 0.458, p = 0.010, perceived intuitiveness of keyboard (Q7), r(29) = 0.392, p = 0.029, intuitiveness of VR control (Q8), r(29) < 0.001, r(29) = 0.801, and insight gained (Q9), r(29) = 0.646, p < 0.001.
Other correlations, such as between the intuitiveness of the keyboard (Q7) and overall experiences, were positive but did not reach statistical significance. These results suggest that participants who reported greater insight about IoT and VR technologies also experienced better overall learning outcomes and found the VR interface more intuitive. Moreover, those who found the transition from keyboard to VR easier tended to rate both experiences and intuitiveness higher, indicating a close relationship between ease of adaptation and positive perceptions of the control systems.
5.2. Qualitative Analysis
The vast majority of students emphasized the importance of physical engagement with tangible devices in IoT education. Students consistently stated that direct physical engagement with hardware components, including the capacity to touch, control, and examine actual systems, greatly enhanced their understanding of difficult topics. The prompt feedback provided by in-person teaching, including real-time guidance from educators and collaborative problem-solving with colleagues, was much appreciated in all responses. For example, one of the responses was: “Face-to-face learning helps a lot because I get to actually use the tech, like the robotic arm, and understand how it works. It’s easier to ask questions and learn by doing”.
Despite the pronounced inclination towards practical learning, students recognized multiple organizational constraints within in-person educational methodologies. A lot of respondents indicated that flexibility was a principal concern, whilst a part of them specifically mentioned equipment restrictions as obstacles to beneficial learning experiences. Several students acknowledged the disadvantages of face-to-face education; nonetheless, they predominantly highlighted their enjoyment and the knowledge gained from experiential learning techniques while recognizing certain logistical challenges. For example, one student noted: “Less flexibility and time constraints can make experimentation and problem-solving more difficult compared to online”.
Students showed appreciation of the specific advantages provided by online learning formats, especially in accommodating individual learning preferences and schedules. The self-paced learning aspect was regularly emphasized, with students valuing the opportunity to revisit difficult elements again and advance through the curriculum at paces suitable for their personal understanding levels. Temporal flexibility appeared as a notable benefit, allowing students to interact with educational materials during individually convenient times instead of conforming to rigid institutional schedules. Another student responded: “Online learning gives me more time to go over the materials at my own pace, which helps me understand the concepts better. I can revisit recordings and reflect more before trying things out”.
The limitations of online learning in hardware-intensive educational settings were expressed clearly and consistently in student feedback. The lack of interaction with tangible hardware components was identified as the primary restriction, with students noting that being unable to engage with real systems resulted in significant holes in understanding. Reduced levels of participation were often observed, with students indicating that only theoretical methods did not sustain the interest and motivation gained through practical contact. One of the responses was: “Lack of physical access to devices limits practical skills and real-time troubleshooting experience”.
Student preferences indicated a clear agreement supporting hybrid learning models, with almost all respondents selecting a combination of online and in-person procedures. One student noted: “I prefer hybrid. I like learning online, but I also want to try the devices in class sometimes.” A portion of students favored exclusively face-to-face learning, whilst just a few preferred online-only methods. This distribution shows a deeper awareness of the complementary advantages of different educational methods. For example, one of the responses was “the face-to-face experience for sure, it would also make me excited to come to class since I can see the object that I’m studying”.
Student reactions to VR control interfaces were largely positive, with the majority of participants indicating that the technology appeared intuitive after short adaptation periods. The level of enthusiasm remained elevated, with students expressing considerable involvement and curiosity in the immersive control experience. Although initial problems were recognized, they were generally overcome quickly through practice. For example, one student said: “It was fun! A little hard at first, but I got used to it. It felt cool to move the robot with VR”.
The testing experience offered students significant insights into the nuances and functionalities of combined VR-IoT systems. Students were repeatedly surprised by the precision of VR-to-physical system translation, with several expressing their admiration for how accurately the robotic arm mirrored their virtual actions. This immediate feedback generated significant learning opportunities that led to improved understanding of system integration principles and the role of calibration in complex technological systems. One response was: “I loved the VR, I wasn’t expecting the arm to have so many movements, but overall it was very simple to understand”.
Some technical and usability difficulties were identified through student testing experiences, providing important recommendations for system improvement. The accuracy requirements for obtaining fine motor control via VR interfaces caused difficulties for several students, especially those executing elaborate or delicate movements. One student noticed: “There was a bit of lag, but almost undetectable; it did not make the interaction less enjoyable”. The adaptation period necessary for students unfamiliar with VR technology occasionally caused early obstacles to effective system use. Students offered constructive recommendations for development, including an improved interface design with more explicit visual feedback. One of the suggestions was: “instead of buttons that we have to press, it would be easier if the arm moved using motion recognition with the VR controller(s)”.
The experimental procedure provided students with new concepts into technology integration possibilities and practical applications. Many students were interested in the discovery of VR’s capability for managing physical IoT devices, having previously perceived VR primarily as an instrument for entertainment or visualization. This experience improved understanding of real-time communication protocols, including MQTT and WebSocket implementations in practical applications, offering applied examples of theoretical principles gained in courses. For example, one student noted: “I learned how powerful and efficient the integration between IoT and VR technologies can be. It was fascinating to see how a VR system could seamlessly control a physical robotic arm using real-time communication”.
5.3. Comparative Discussion and Limitations
Our quantitative and qualitative evaluations indicate that students appreciate both in-person and virtual reality learning environments. Nonetheless, students show a marginal preference for in-person instruction due to their interactive nature and the immediate assistance available from their educators. Quantitative research indicated that traditional learning offered statistically significant advantages, while both styles exhibited minimal perceived downsides. Qualitative comments were consistent, emphasizing the significance of physical engagement while also recognizing the flexibility and self-directed learning afforded by VR.
Our findings align with existing research indicating that educational robotics enhances student engagement in academic tasks, while also introducing a novel dimension by demonstrating these effects within a hybrid environment throughout a semester. Students’ favorable reactions to our VR-controlled robotic arm system are consistent with Zeng et al.’s findings. [
11] who used their 6-DOF iArm system to show notable gains in problem abstraction and algorithm design skills. Unlike their study, which only looked at conventional programming interfaces, our hybrid approach showed that students valued hands-on experience while also appreciating the immediate nature of VR engagement. The face-to-face learning preference found in our quantitative analysis is supported by Kwantongon et. al. [
12] involving PLC-controlled robotic arms since developing skills required direct manipulation and real-time feedback. Our study adds to this area by showing that VR interfaces provide clear benefits like individualized scheduling and opportunities for repeated practice, all while achieving similar levels of enjoyment. This suggests that combining the two approaches could improve learning outcomes more successfully than using each one separately.
The limitations found in research on AR-based robotic control are similar to the technical difficulties with VR accuracy and calibration. Xue et. al. [
18] discovered issues with their RoSTAR system’s calibration, while Konstantinos et al. [
17] observed that the HoloLens-based system they used had precision limitations of less than 1 cm. Students still reported early adaptation and precision problems when performing tasks requiring precise motor control, even though our VR technique avoids some of the spatial registration issues that come with AR applications. Unlike the AR studies that mainly concentrated on technical feasibility, where students reported higher intuitiveness scores, our evaluation, after a short period of adaptation, showed that these initial challenges were largely overcome through practice.
The theoretical potential shown in earlier VR robotics research is supported by our results. Erdei et. al. [
19] discovered that students using their digital twin lab solved problems much more quickly than those using traditional documentation-based learning, even though their study was restricted to a single session with ten participants. Their results are supported and enhanced by our study, which involved 31 participants and was carried out over the course of a semester. It shows both short-term usability benefits and long-term engagement and learning insights.
Bolano et al. [
21], as well as Christopoulos et. al. [
22] and Maddipatla et. al. [
23] had only virtual approaches, thus there are significant differences in the educational outcomes. These studies showed that combining VR and robotics was technically feasible, but they lacked a thorough evaluation of the students. By using virtual reality’s versatility and visualization capabilities while preserving tactile and instantaneous feedback of a physical system, the advantages of our hybrid approach can fill this gap. The importance of acknowledging that virtual activities have real-world repercussions, a component not found in purely simulated environments, was repeatedly underlined in the qualitative comments we received for our study.
The meta-analytical findings of Ouyang et al. [
9] are strongly supported by the qualitative data showing that students showed increased interest in IoT technology regarding how learning attitudes are positively impacted by educational robotics. However, our study goes beyond attitude assessment to show understanding of technology integration and the development of practical skills. Significant relationships between overall learning outcomes and the ease of switching between control systems suggest that exposure to a variety of interaction modalities may improve technological adaptability and increase interest from students in this field.
This study recognizes limitations that must be taken into consideration when evaluating results and designing future research. The relatively small number of 31 participants constrains the applicability of the findings to larger and more diverse groups of students. The majority of earlier VR or AR-based robotics research examined only included short one-session evaluations or smaller groups (between 8 and 30 students) [
11,
12,
19,
24,
25,
26], only one of them having 75 participants [
20]. The limited time spent experiencing, although longer than most comparable studies, may fail to include important aspects of long-term knowledge retention and skill development that could result from extended interaction with VR-controlled systems.