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 |
id |
sg-smu-ink.sis_research-8589 |
---|---|
record_format |
dspace |
spelling |
sg-smu-ink.sis_research-85892023-03-31T01:48:10Z VR Computing Lab: An immersive classroom for computing learning PANG, Shawn SHIM, Kyong Jin LAU, Yi Meng GOTTIPATI, Swapna 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. 2022-12-01T08:00:00Z text application/pdf 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 http://creativecommons.org/licenses/by-nc-nd/4.0/ Research Collection School Of Computing and Information Systems eng Institutional Knowledge at Singapore Management University computing education virtual reality immersive classroom Artificial Intelligence and Robotics Educational Technology Graphics and Human Computer Interfaces Higher Education |
institution |
Singapore Management University |
building |
SMU Libraries |
continent |
Asia |
country |
Singapore Singapore |
content_provider |
SMU Libraries |
collection |
InK@SMU |
language |
English |
topic |
computing education virtual reality immersive classroom Artificial Intelligence and Robotics Educational Technology Graphics and Human Computer Interfaces Higher Education |
spellingShingle |
computing education virtual reality immersive classroom Artificial Intelligence and Robotics Educational Technology Graphics and Human Computer Interfaces Higher Education PANG, Shawn SHIM, Kyong Jin LAU, Yi Meng GOTTIPATI, Swapna VR Computing Lab: An immersive classroom for computing learning |
description |
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. |
format |
text |
author |
PANG, Shawn SHIM, Kyong Jin LAU, Yi Meng GOTTIPATI, Swapna |
author_facet |
PANG, Shawn SHIM, Kyong Jin LAU, Yi Meng GOTTIPATI, Swapna |
author_sort |
PANG, Shawn |
title |
VR Computing Lab: An immersive classroom for computing learning |
title_short |
VR Computing Lab: An immersive classroom for computing learning |
title_full |
VR Computing Lab: An immersive classroom for computing learning |
title_fullStr |
VR Computing Lab: An immersive classroom for computing learning |
title_full_unstemmed |
VR Computing Lab: An immersive classroom for computing learning |
title_sort |
vr computing lab: an immersive classroom for computing learning |
publisher |
Institutional Knowledge at Singapore Management University |
publishDate |
2022 |
url |
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 |
_version_ |
1770576378228375552 |