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...

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Main Authors: PANG, Shawn, SHIM, Kyong Jin, LAU, Yi Meng, GOTTIPATI, Swapna
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Language:English
Published: Institutional Knowledge at Singapore Management University 2022
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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
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Institution: Singapore Management University
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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
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