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A Case Study on Student Experiences of Social VR in a Remote STEM Classroom

Published: 19 April 2023 Publication History

Abstract

Extended reality (XR) technologies continue gaining traction in multiple higher education contexts. As XR becomes more commercially accessible to students and universities, its convenience for educational purposes presents a renewed potential for exploration. Due to Covid-19 restrictions, there is also a growing interest in cross-platform, socially orientated software for remote educational practices. However, the precise role of XR technologies and how they contribute to student experiences of remote learning, particularly the unique affordances of social virtual reality (VR) for evoking an embodied sense of presence, is relatively unknown. Based on real-world experiences, we present a case study on a social VR intervention in a remote higher education classroom to inspire Human-Computer Interaction (HCI) researchers to investigate further the issues that arise from our practice-based research. Our motivations were to report, analyze, and summarize everyday virtual learning environment (VLE) challenges, identify design considerations for VLE technologies, and comment on social VR’s utility in delivering Science, Technology, Engineering, and Mathematics (STEM) subjects in a remote setting. We apply a practical approach to investigate and identify potential HCI problems, capture the unique experiences of STEM students during the lockdown, and explore the effects of tutorial activities that give students agency in constructing VLEs. The findings of this student-focused case study draw attention to the design of social VR activities that support conventional, web browser-based VLEs.

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cover image ACM Conferences
CHI EA '23: Extended Abstracts of the 2023 CHI Conference on Human Factors in Computing Systems
April 2023
3914 pages
ISBN:9781450394222
DOI:10.1145/3544549
Permission to make digital or hard copies of part or all of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for third-party components of this work must be honored. For all other uses, contact the Owner/Author.

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Published: 19 April 2023

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  1. Higher Education
  2. Social VR
  3. Virtual Learning Environments

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Cited By

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  • (2024)CollabVR: VR Testing for Increasing Social Interaction between College StudentsComputers10.3390/computers1302004013:2(40)Online publication date: 29-Jan-2024
  • (2024)Exploring Pedagogical Strategies for Integrating Virtual Reality and 3D Printing in C-STEAM Curriculum DevelopmentProceedings of the 2024 8th International Conference on Digital Technology in Education (ICDTE)10.1145/3696230.3696263(84-93)Online publication date: 7-Aug-2024
  • (2024)Inclusive Child Engagement in HCI: Exploring Ocean Health with SchoolchildrenProceedings of the 23rd Annual ACM Interaction Design and Children Conference10.1145/3628516.3655750(83-92)Online publication date: 17-Jun-2024
  • (2024)CollabVR: A Social VR Architecture for Social Interaction Between College StudentsInformation Management and Big Data10.1007/978-3-031-63616-5_9(121-130)Online publication date: 29-Jun-2024
  • (2023)The potential of extended reality in Rural Education’s future – perspectives from rural educatorsEducation and Information Technologies10.1007/s10639-023-12169-729:7(8987-9011)Online publication date: 4-Sep-2023

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