Publication Type

Conference Proceeding Article

Version

acceptedVersion

Publication Date

12-2022

Abstract

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.

Keywords

computing education, virtual reality, immersive classroom

Discipline

Artificial Intelligence and Robotics | Educational Technology | Graphics and Human Computer Interfaces | Higher Education

Research Areas

Intelligent Systems and Optimization; Software and Cyber-Physical Systems

Publication

2022 IEEE International Conference on Teaching, Assessment, and Learning for Engineering: Hong Kong, December 4-7: Proceedings

First Page

1

Last Page

8

Publisher

IEEE

City or Country

Piscataway, NJ

Copyright Owner and License

Authors

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