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.
| Original language | English |
|---|---|
| Title of host publication | Proceedings - 2022 IEEE International Conference on Teaching, Assessment and Learning for Engineering, TALE 2022 |
| Publisher | Institute of Electrical and Electronics Engineers Inc. |
| Pages | 133-140 |
| Number of pages | 8 |
| ISBN (Electronic) | 9781665491174 |
| DOIs | |
| Publication status | Published - 2022 |
| Event | 11th IEEE International Conference on Teaching, Assessment and Learning for Engineering, TALE 2022 - Virtual, Online, Hong Kong Duration: 4 Dec 2022 → 7 Dec 2022 |
Publication series
| Name | Proceedings - 2022 IEEE International Conference on Teaching, Assessment and Learning for Engineering, TALE 2022 |
|---|
Conference
| Conference | 11th IEEE International Conference on Teaching, Assessment and Learning for Engineering, TALE 2022 |
|---|---|
| Country/Territory | Hong Kong |
| City | Virtual, Online |
| Period | 4/12/22 → 7/12/22 |
UN SDGs
This output contributes to the following UN Sustainable Development Goals (SDGs)
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SDG 9 Industry, Innovation, and Infrastructure
Free Keywords
- Immersive virtual reality
- digital pedagogy
- educational technology
- engineering education
- student engagement
- student preferences
ASJC Scopus subject areas
- Computer Science (miscellaneous)
- Computer Networks and Communications
- Engineering (miscellaneous)
- Education
- Communication
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