VR Computing Lab: An immersive classroom for computing learning
In recent years, virtual reality (VR) is gaining popularity amongst educators and learners. If a picture is worth a thousand words, a VR session is worth a trillion words. VR technology completely immerses users with an experience that transports them into a simulated world. Universities across the...
Saved in:
Main Authors: | , , , |
---|---|
Format: | text |
Language: | English |
Published: |
Institutional Knowledge at Singapore Management University
2022
|
Subjects: | |
Online Access: | https://ink.library.smu.edu.sg/sis_research/7586 https://ink.library.smu.edu.sg/context/sis_research/article/8589/viewcontent/TALE2022_VRComputingLab_2022204917.pdf |
Tags: |
Add Tag
No Tags, Be the first to tag this record!
|
Institution: | Singapore Management University |
Language: | English |
Summary: | In recent years, virtual reality (VR) is gaining popularity amongst educators and learners. If a picture is worth a thousand words, a VR session is worth a trillion words. VR technology completely immerses users with an experience that transports them into a simulated world. Universities across the United States, United Kingdom, and other countries have already started using VR for higher education in areas such as medicine, business, architecture, vocational training, social work, virtual field trips, virtual campuses, helping students with special needs, and many more. In this paper, we propose a novel VR platform learning framework which maps elements of VR platform to the three psychological needs of learners as defined in the Self-Determination Theory (SDT) framework. We report on a VR environment that we developed for an undergraduate ‘Data Structures and Algorithms’ course. Incorporating the SelfDetermination Theory (SDT) framework, our VR environment aims to facilitate learners’ self-motivation in learning computing concepts. Built using Unity game engine, XR interaction toolkit, VRChat SDK3 and Oculus Quest 2 headsets, our VR environment was tested with focus group students who provided in-depth feedback on many aspects of the VR environment. |
---|