{"title":"Will Virtual Reality Transform Online Synchronous Learning? Evidence From a Quality of Experience Subjective Assessment","authors":"Simone Porcu;Alessandro Floris;Luigi Atzori","doi":"10.1109/TLT.2025.3572175","DOIUrl":null,"url":null,"abstract":"In this article, we preliminarily discuss the limitations of current video conferencing platforms in online synchronous learning. Research has shown that while the involved technologies are appropriate for collaborative video calls, they often fail to replicate the rich nature of face-to-face interactions among students and between students and professors, by constraining them to a grid of faces on screens and limiting the natural flows of conversation and nonverbal communication. We believe that a potential solution to this issue could be adopting virtual reality (VR) technologies in online synchronous teaching. To test our assumption, we developed a novel subjective assessment involving 44 electronics engineering students who attended real lessons on Internet protocols. The taught content was included in the course program and the final exam; the professor made use of slides for teaching and a blackboard to explain some exercises. Two different learning approaches were used: VR-based online synchronous learning and video-based online synchronous learning. While the former consisted in wearing a headset and participating in a virtual classroom in front of the teacher’s avatar, the latter involved watching a 2-D video of the streamed lesson through a laptop and communicating through the microphone. The opinions collected from the students included several aspects, namely, overall quality of experience, immersion, interactivity, naturalness, usability, entertainment, comfort, side effects, interaction with the teacher and students, and ease of taking notes. Key findings from Welch’s <inline-formula><tex-math>$t$</tex-math></inline-formula>-test indicate the higher interactivity (<inline-formula><tex-math>$p< 0.05$</tex-math></inline-formula>), naturalness (<inline-formula><tex-math>$p< 0.01$</tex-math></inline-formula>), entertainment (<inline-formula><tex-math>$p< 0.01$</tex-math></inline-formula>), and immersion (<inline-formula><tex-math>$p< 0.001$</tex-math></inline-formula>) perceived by students for the VR-based learning experience than the video-based one. Increased immersion was the most significant aspect, as highlighted by the lowest <inline-formula><tex-math>$p$</tex-math></inline-formula>-value. On the other hand, the level of comfort was heavily penalized (<inline-formula><tex-math>$p< 0.001$</tex-math></inline-formula>), and students were unable to take notes in the VR classroom environment easily. No significant difference (<inline-formula><tex-math>$p>0.05$</tex-math></inline-formula>) was achieved for the other considered metrics.","PeriodicalId":49191,"journal":{"name":"IEEE Transactions on Learning Technologies","volume":"18 ","pages":"606-618"},"PeriodicalIF":2.9000,"publicationDate":"2025-03-21","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"IEEE Transactions on Learning Technologies","FirstCategoryId":"95","ListUrlMain":"https://ieeexplore.ieee.org/document/11008722/","RegionNum":3,"RegionCategory":"教育学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q2","JCRName":"COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS","Score":null,"Total":0}
引用次数: 0
Abstract
In this article, we preliminarily discuss the limitations of current video conferencing platforms in online synchronous learning. Research has shown that while the involved technologies are appropriate for collaborative video calls, they often fail to replicate the rich nature of face-to-face interactions among students and between students and professors, by constraining them to a grid of faces on screens and limiting the natural flows of conversation and nonverbal communication. We believe that a potential solution to this issue could be adopting virtual reality (VR) technologies in online synchronous teaching. To test our assumption, we developed a novel subjective assessment involving 44 electronics engineering students who attended real lessons on Internet protocols. The taught content was included in the course program and the final exam; the professor made use of slides for teaching and a blackboard to explain some exercises. Two different learning approaches were used: VR-based online synchronous learning and video-based online synchronous learning. While the former consisted in wearing a headset and participating in a virtual classroom in front of the teacher’s avatar, the latter involved watching a 2-D video of the streamed lesson through a laptop and communicating through the microphone. The opinions collected from the students included several aspects, namely, overall quality of experience, immersion, interactivity, naturalness, usability, entertainment, comfort, side effects, interaction with the teacher and students, and ease of taking notes. Key findings from Welch’s $t$-test indicate the higher interactivity ($p< 0.05$), naturalness ($p< 0.01$), entertainment ($p< 0.01$), and immersion ($p< 0.001$) perceived by students for the VR-based learning experience than the video-based one. Increased immersion was the most significant aspect, as highlighted by the lowest $p$-value. On the other hand, the level of comfort was heavily penalized ($p< 0.001$), and students were unable to take notes in the VR classroom environment easily. No significant difference ($p>0.05$) was achieved for the other considered metrics.
期刊介绍:
The IEEE Transactions on Learning Technologies covers all advances in learning technologies and their applications, including but not limited to the following topics: innovative online learning systems; intelligent tutors; educational games; simulation systems for education and training; collaborative learning tools; learning with mobile devices; wearable devices and interfaces for learning; personalized and adaptive learning systems; tools for formative and summative assessment; tools for learning analytics and educational data mining; ontologies for learning systems; standards and web services that support learning; authoring tools for learning materials; computer support for peer tutoring; learning via computer-mediated inquiry, field, and lab work; social learning techniques; social networks and infrastructures for learning and knowledge sharing; and creation and management of learning objects.