Evaluating Virtual Reality in Education: An Analysis of VR through the Instructors’ Lens
Abstract
:1. Introduction
2. Related Work
3. The Rationale and Justification for the Research Approach
- RQ1: What is the current state of the art in commercial collaborative VR applications for educational activities?
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- What are the features provided by commercial applications to support instructional activities?
- RQ2: How do current commercial collaborative VR applications meet the expectations of educators to conduct teaching activities?
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- What are the software requirements from the point of view of instructors?
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- How do instructors perceive the usability of these selected applications?
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- Barriers to adoption: What are the challenges perceived by instructors for deploying VR in classrooms?
4. Methodology
4.1. Participants
4.2. Phases
4.2.1. Application Search and Selection
- Inclusion criteria
- Shared collaborative space available for learning activities.
- Exclusion criteria
- Does not support the HMDs selected for the study;
- Free license not available;
- Limited to a certain subject (e.g., chemistry or anatomy).
4.2.2. Initial Needs Assessment
4.2.3. Application Walkthrough
4.2.4. Hands-On Immersive Experience
4.3. Data Analysis
5. Results
5.1. Participants’ Technology Usage and Current Teaching Methods
5.2. Participants’ Prior VR Experiences
5.3. Expectations for Teaching a VR Course
5.4. Usability Assessment
5.5. Themes of Requirements
5.5.1. Need for 2D Media
5.5.2. Need for 3D Media
5.5.3. Need for Immersive and Interactive Experience
5.5.4. Social Collaboration
5.5.5. User-Centric Design
5.5.6. Need for Instructional Support
5.6. Themes of Barriers to Adoption
5.6.1. Attitude Toward Technology
5.6.2. Learner’s Experience
5.6.3. Technology Deficiency
5.6.4. Expertise and Effort Concerns
5.6.5. Logistics
5.7. Themes of Satisfaction and Dissatisfaction
5.7.1. Dissatisfaction with Unfulfilling Experience
5.7.2. Dissatisfaction with Non-Intuitiveness
5.7.3. Satisfaction with Immersive Experience
5.7.4. Satisfaction with Fulfilling Experiences
6. Discussion
- Attitude toward technology directly correlates with RQ2: “How do current commercial collaborative VR applications meet the expectations of educators to conduct teaching activities?” This trend substantially addresses the sub-question regarding instructors’ perceptions of the usability of these applications. Many participants expressed skepticism about the added value of VR over traditional methods, which often reflects a cautious attitude toward adopting new technologies without clear pedagogical benefits.
- Expertise and effort concerns reflect the practical challenges instructors face, which ties back into RQ2’s sub-question about the barriers to VR adoption in classrooms. The significant effort required to develop and implement VR content, coupled with a lack of requisite skills among instructors, highlights critical obstacles that need addressing for VR to become a viable teaching tool.
- Technological integration and support speak to RQ1: “What is the current state of the art in commercial collaborative VR applications for educational activities?” This trend delves into the existing features of VR applications that support instructional activities, and it also aligns with the sub-question concerning software requirements from instructors’ viewpoints. The discussion emphasized the need for VR applications to seamlessly integrate with current pedagogical practices and university systems, such as Google Drive, to enhance their utility and adoption.
7. Conclusions
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Conflicts of Interest
Appendix A. Detailed Questionnaire Responses
- Enhance Transparency while offering readers a direct look at the data that informed our analysis and conclusions, reinforcing the validity of our study.
- Provide Context by allowing readers to see the exact nature of the feedback that participants provided, which adds depth to the summarized insights in the main text.
- Support Further Research by enabling other researchers to utilize these detailed data for secondary analysis, potentially leading to new insights or supplementary studies.
Appendix A.1. Need for 2D Media
- P06 Hands-On: “... And maybe this can be done with the screenshare, b but if it were possible to use PowerPoint rather than PDF. That would be better for presenting a lecture. Just to get the animations....There are slide transitions which are one thing, But then on the slides showing bullet point information one by one, or showing a drawing with added complexity or, or being able to annotate more sequentially....”
- P03 Hands-On: “..this is a great feature.., but completely out of fidelity compared to if I use my iPad or any other digital sketching tool, so it has low fidelity of control and customization options....”
Appendix A.2. Need for 3D Media
- P01 Hands-On: “...I mean, it was fine. But of course for my class that would not be enough, right? I do need to show them the anatomy. So just having the outside box of an animal would not be enough...”
- P04 Hands-On: “...So the 3D drawing turned out to be a lot more useful than I thought. Because a lot of time in my class, I try to draw a 3D graph especially when I teach convex optimization for graduate courses...”
Appendix A.2.1. Need for Immersive and Interactive Experience
- P35 Hands-On: “....to provide.. the experience of walking through the power plant for students. Because in most cases students just don’t have a chance to actually go to a nuclear power plant. They became nuclear engineers and they haven’t even seen the plant themselves...”
- P01 Hands-On: “....histology class..it would be amazing for them if they could go through the layers of the skin. We studied this kinda macroscopic aspect to know how small the cells that comprise the skin are. It would be nice if they can make a voyage through the skin and actually see all these are the cells.. this is how they relate to the glands and underneath there is connective tissue...”
- P18 Walkthrough: “.. I remember when I was in college, that was really hard to grasp and I just thought that the people who could explain how waves hit the surface and bounced off were just incredible geniuses because it was, it was very, very hard. I think.... So any of those types of things that involve the visualization of electromagnetic fields and forces, and those types of things, I think are potentially great applications for VR.”
Appendix A.2.2. Social Collaboration
- P13 Walkthrough: “.... Like maybe there’s a Kanban board, A planning board. Again says like, well, here’s where you would do that and here are the sticky notes that you might put into the different columns of that board. We’re planning a software project!...”
- P21 Hands-On: “...I like the customizable avatars. I feel like it allows people to represent themselves in a way they want to be represented and viewed, even virtually, as they want to be viewed........ to bring in their own personality into the engineering environment...”
- P13 Hands-On: “....looks a little creepy that the student doesn’t have any legs.. other than that...I’m also not sure if you have pupils. The way these avatars move is the creepiest thing..”
Appendix A.2.3. User-Centric Design
- P40 Hands-On: “....Yeah, I think I did like having the menu or tablets to be able to control in that way, well just felt a little more natural to me for controlling what was on the big screen or in the room...”
- P34 Hands-On: “.... Although when I first started it up, it said there was an option for voice commands. I would like to know more about that as an option for students for accessibility...”
Appendix A.2.4. Need for Instructional Support
- P33 Hands-On: “...But maybe if I did that, I want to record this movement because I’m going to teach maybe another class next term or you know I’d like to save some of this stuff. You start putting in work and more work and more work and getting everything just right. You don’t want to do that every term...”
- P02 Hands-On: “..one thing that did come to mind is the interface with Canvas (LMS) versus the other platform that’s outlined. So for people at OSU to adopt something like this, the likelihood of adoption is going to be way higher if it’s integrated with Canvas, than if you have to go to another platform...”
Appendix A.2.5. Attitude Toward Technology
- P21 Hands-On: “....I can just show videos in my classroom without a headset... Don’t need VR for that. That’s like the most expensive way to show!”
- P17 Walkthrough: “....rare and dangerous cases, use it in VR. But something like cooking spaghetti step-by-step. No, no...”
Appendix A.2.6. Learner’s Experience
- P34 Hands-On: “ I would be interested to know what it’s like as a student. Watching all of this from, from that perspective, to have a sense of whether I’d want to do this with my own students...”
- P39 Interview: “....We still need accommodations for students who simply cannot do immersive VR..... it’s a positive experience and it will be quite useful in the future, but it cannot be the only way...”
Appendix A.2.7. Technology Deficiency
- P33 Hands-On: “.....One thing is that the headset keeps falling down all the time. I need to tighten it.....”
- P01 Hands-On: “....I think like me there are many people, especially older, right?... young people don’t mind. But as you get older it is bothering me. so I wish that they can manufacture something that is lighter, more comfortable.....”
- P18 Hands-On: “....The jitter factor kind of influences my experience, which.., I was glad when we were done because it was really hard for me. And maybe it’s just getting used to the headsets or the glasses....”
- P05 Hands-On: “....(after removing the headset) I actually got a little dizzy. But I am ok.....”
Appendix A.2.8. Expertise and Effort Concerns
- P39 Walkthrough: “...I was thinking, yeah, good idea but...where do I get all this content?..... Do I have to generate those content or..(is the). Is content already available?..that’s the biggest question because that’s going to cost a lot..”
- P01 Hands-On: “....So it’s blank now.. what did I do..I did something bad.. (the participant accidentally clicked on the wrong button) I went back..... I am sorry..”
- P34 Hands-On: “.....Now that I see where the typing actually is.. am I doing it wrong? I will start over. The other letters flow out in front of me, I guess....”
- P34 Hands-On: “....Definitely a little bit tiring, and maybe that gets better over time.. with practice....”
Appendix A.2.9. Logistics
- P03 Hands-On: “...Also, there’s another debate... Maybe we can ask students if they are interested in buying those? Just a ten-minute experience in a classroom and purely in my point of view for visualization purposes.. Yes or no, right? Many privileged students will probably do it in a heartbeat, but still that’s coming from financially strict, you know, parts of the country or geography or economical class, they will have a challenging time.Just buying those..”
- P40 Hands-On: “.....I’m still struggling a little bit with how I would incorporate it feasibly to my in-person class. I’m interested in learning how I might be able to actually make that work for perhaps specific modules or specific topics...”
Appendix A.2.10. Dissatisfaction with Unfulfilling Experience
- P04 Hands-On: “... Alright, so this is a lot harder...So I’m trying to draw a graph... So when I move the hand at the end, can you see my cursor?... when I release it.. [extra line added when participant releases the controller] it automatically moves, draws the line... I would like to get something more like a hand drawing.. this motion is.. not natural...”
- P05 Hands-On: “Uh.. come on!... I can’t really draw with these controllers. It’s not like using my hands. I mean... the thing I drew here is gibberish..”
Appendix A.2.11. Dissatisfaction with Non-Intuitiveness
- P34 Hands-On: “... No, it’s not because how do I keep moving it okay.... It is not doing that now.... Okay. Now I can’t.... How did we do that before?... Alright, I am not sure how that works.... It seems to intermittently respond or else I’m going around.... Maybe it’s a toggle. I think it’s a toggle!!...”
- P40 Hands-On: “...[participant accidentally teleported while trying to grab model] I messed up!.... [Participant accidentally teleported somewhere and can’t locate herself] oh! where did I go.. I went behind the hall!...”
- P13 Hands-On: “..it feels like each time I go into a new app I have to relearn everything. And then all of it is new to me... That’s frustrating. I’m sweating.. because it’s freaking me out so much..! The stress of trying to figure out how to interact. Well, people are watching you as well... ”
- P01 Hands-On: “.....If I am typing, it should show what I am typing right..? (search functionality: text not clearly visible)...”
Appendix A.2.12. Satisfaction with Immersive Experience
- P17 Hands-On: “...I feel like in a chemistry lab, you know, that classroom, back in the.... Okay. Well, yeah, yes. We have many classrooms like this on campus....”
- P39 Hands-On: “...And then with the lecture hall that you have there, if it’s still, I think it gives students a sense of I’m in the classroom. So at least my experience is that when students don’t feel it in the classroom, the learning doesn’t quite go hand in hand. It’s just, I don’t know. They have been trained to be students for too long that that is ingrained. So the lecture hall gives that feeling...”
Appendix A.2.13. Satisfaction with Fulfilling Experiences
- P02 Hands-On: “..Just the novelty of the 3D drawing in front of my face to be able to show people. And just because it’s not the, the 2D on the white board, it feels like it would be more interactive and more attractive to whoever you’re dealing with...”
- P04 Hands-On: “... This time I am going to draw this..(freehand drawing) Okay, This is definitely better than the other (using controllers to draw at a distance) because I can feel that I can control it...”
- P33 Hands-On: “....I liked it. I was kinda surprised that I liked it as much as I did. That was enjoyable and I can see myself getting very creative with some of those things like primitives..”
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Delivery | Frequency | ||||
---|---|---|---|---|---|
Method | More than 90% of Lectures | More than 60% of Lectures | More than 30% of Lectures | 30% of Lectures or Less | Never |
Real-time demonstration | 6 | 1 | 4 | 3 | 2 |
Prepared instruction | 7 | 3 | 1 | 5 | 0 |
Descriptive Statistic | Pre-Exposure (Mins) | Post-Exposure (Mins) |
---|---|---|
Mean | 40 | 48.75 |
Median | 35 | 50 |
STDEV | 24.77 | 40.64 |
MIN | 0 (asynchronous) | 10 |
MAX | 90 | 180 |
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Rangarajan, V.; Shahbaz Badr, A.; De Amicis, R. Evaluating Virtual Reality in Education: An Analysis of VR through the Instructors’ Lens. Multimodal Technol. Interact. 2024, 8, 72. https://doi.org/10.3390/mti8080072
Rangarajan V, Shahbaz Badr A, De Amicis R. Evaluating Virtual Reality in Education: An Analysis of VR through the Instructors’ Lens. Multimodal Technologies and Interaction. 2024; 8(8):72. https://doi.org/10.3390/mti8080072
Chicago/Turabian StyleRangarajan, Vaishnavi, Arash Shahbaz Badr, and Raffaele De Amicis. 2024. "Evaluating Virtual Reality in Education: An Analysis of VR through the Instructors’ Lens" Multimodal Technologies and Interaction 8, no. 8: 72. https://doi.org/10.3390/mti8080072
APA StyleRangarajan, V., Shahbaz Badr, A., & De Amicis, R. (2024). Evaluating Virtual Reality in Education: An Analysis of VR through the Instructors’ Lens. Multimodal Technologies and Interaction, 8(8), 72. https://doi.org/10.3390/mti8080072