A Pilot Study Investigating Student Interaction Preferences in Immersive Virtual Reality Environments

Amarpreet S. Gill, Derek S. Irwin, Sannia Mareta, D. Towey, Alan Wang, Yanhui Zhang
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Abstract

Since the outbreak of the COVID-19 pandemic, University of Nottingham Ningbo China (UNNC), the first Sino-foreign university in China, has been committed to digital transformation and increasing its technological capabilities and online provisions. At the forefront is Virtual Reality (VR), which is becoming more affordable and accessible. Immersive VR (iVR) is often referred to as the ultimate version of VR, and can be enhanced through sensory interfaces, such as audio and haptic. The present paper describes an iVR pilot study based on the virtual experiences of Design History, developed by V-ROOM, a special division within UNNC that focuses on digital pedagogy, and UNNC’s BEng Product Design and Manufacture (PDM) program. The study explores student preferences and efficacy regarding interaction interfaces and presentation types for learning content within iVR environments. The analysis is based on post-experience questionnaires, (pre/post) comprehension tests, students’ statements, and researchers’ observations. Results show that interaction interface types play a pivotal role in immersion and engagement within these environments, and that learning content utilising microlearning and/or gamification elements are preferred.
一项调查沉浸式虚拟现实环境中学生互动偏好的试点研究
自新冠肺炎疫情爆发以来,作为中国第一所中外合作大学,宁波诺丁汉大学一直致力于数字化转型,提高其技术能力和在线服务。最前沿的是虚拟现实(VR),它正变得越来越便宜和容易获得。沉浸式VR (iVR)通常被称为VR的终极版本,可以通过音频和触觉等感官界面进行增强。本文描述了一项基于设计历史虚拟体验的iVR试点研究,该研究由UNNC内专注于数字教学法的特殊部门V-ROOM和UNNC的BEng产品设计与制造(PDM)计划开发。该研究探讨了学生对iVR环境中学习内容的交互界面和演示类型的偏好和效果。分析是基于工作后的问卷调查,(前/后)理解测试,学生的陈述和研究人员的观察。结果表明,在这些环境中,交互界面类型在沉浸和参与中起着关键作用,使用微学习和/或游戏化元素的学习内容是首选。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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