Abstract
In this study, we designed and implemented a virtual reality-based pedagogical framework. The framework can be altered to be used for any laboratory-based class such as biology, chemistry, and physics. The framework has four main modules: Interface, Companion, Virtual Reality Scene, and Online Dashboard. The “Interface” module allows for the human computer interaction. The “Companion” module is based on voice recognition and replaces a laboratory assistant. The Online Dashboard acts as a user interface for teachers to create virtual laboratory scenes and upload them to the Virtual Reality Scene. We carried out a usability study and asked five faculty members with different backgrounds to carry out five tasks. The results showed that all the subjects had a positive experience with the virtual reality based pedagogical framework. The subjects mentioned that they expect virtual reality to be part of education in the near feature, especially for laboratory classes and that the pandemic has proved that VR is the future.
Access this chapter
Tax calculation will be finalised at checkout
Purchases are for personal use only
References
Rowe, R.J., Koban, L., Davidoff, A.J., Thompson, K.H.: Efficacy of online laboratory science courses. J. Form. Des. Learn. 2(1), 56–67 (2018). https://doi.org/10.1007/s41686-017-0014-0
N. S. T. Association, NSTA position statement: the integral role of laboratory investigations in science instruction. NSTA Handb. 2010 11, 201–204 2007 (2010)
N. Council, “Inquiry and the national science education standards (2000)
Jones, N.: Simulated labs are booming. Nature 562(7725), S5–S5 (2018)
Bretz, S.L.: Evidence for the importance of laboratory courses. J. Chem. Educ. 96(2), 193–195 (2019)
Walker, J.P.: Questioning the value of general chemistry labs. Chem. Eng. News 98(18), 17–19 (2020)
Demirel, D., Hamam, A., Scott, C., Karaman, B., Toker, O., Pena, L.: Towards a new chemistry learning platform with virtual reality and haptics. In: Zaphiris, P., Ioannou, A. (eds.) Learning and Collaboration Technologies: Games and Virtual Environments for Learning: 8th International Conference, LCT 2021, Held as Part of the 23rd HCI International Conference, HCII 2021, Virtual Event, July 24–29, 2021, Proceedings, Part II, pp. 253–267. Springer, Cham (2021). https://doi.org/10.1007/978-3-030-77943-6_16
Merchant, Z., Goetz, E.T., Cifuentes, L., Keeney-Kennicutt, W., Davis, T.J.: Effectiveness of virtual reality-based instruction on students’ learning outcomes in K-12 and higher education: a meta-analysis. Comput. Educ. 70, 29–40 (2014)
Liou, W.-K., Chang, C.-Y.: Virtual reality classroom applied to science education. In: 2018 23rd International Scientific-Professional Conference on Information Technology (IT), pp. 1–4 (2018)
Hussein, M., Nätterdal, C.: The benefits of virtual reality in education-a comparision study (2015)
Bradbury, N.A.: Attention span during lectures: 8 seconds, 10 minutes, or more? Adv. Physiol. Educ. 40(4), 509–513 (2016)
Wilson, K., Korn, J.H.: Attention during lectures: beyond ten minutes. Teach. Psychol. 34(2), 85–89 (2007)
Shen, X., et al.: Haptic-enabled telementoring surgery simulation. IEEE Multimed. 15(1), 64–76 (2008)
Krummel, T.M.: Surgical simulation and virtual reality: the coming revolution. Ann. Surg. 228(5), 635–637 (1998)
Marescaux, J., et al.: Virtual reality applied to hepatic surgery simulation: the next revolution. Ann. Surg. 228(5), 627–634 (1998)
Demirel, D., et al.: Virtual airway skills trainer (VAST) simulator. Med. Meets Virtual Real. 22 NextMedMMVR22 220, 91 (2016)
Seymour, N.E., et al.: Virtual reality training improves operating room performance: results of a randomized, double-blinded study. Ann. Surg. 236(4), 458–464 (2002)
Stone, R., Watts, K., Zhong, P.: Virtual Reality Integrated Welder Training. Weld. J. 90(7), 136s–141s (2011)
Stone, R., McLaurin, E., Zhong, P., Watts, K.: Full virtual reality vs. integrated virtual reality training in welding. Weld. J. 92(6), 167S-174S (2013)
Stone, R.T., Watts, K.P., Zhong, P., Wei, C.-S.: Physical and cognitive effects of virtual reality integrated training. Hum. Factors 53(5), 558–572 (2011)
SimSpray | Virtual Reality Paint Training Tools and Technology, SimSpray. https://simspray.net/. Accessed 13 Jul 2021
Dunnagan, C.L., Dannenberg, D.A., Cuales, M.P., Earnest, A.D., Gurnsey, R.M., Gallardo-Williams, M.T.: Production and evaluation of a realistic immersive virtual reality organic chemistry laboratory experience: infrared spectroscopy. J. Chem. Educ. 97(1), 258–262 (2019)
Barrett, R., et al.: Social and tactile mixed reality increases student engagement in undergraduate lab activities. J. Chem. Educ. 95(10), 1755–1762 (2018)
Bennie, S.J., et al.: Teaching enzyme catalysis using interactive molecular dynamics in virtual reality. J. Chem. Educ. 96(11), 2488–2496 (2019)
Bibic, L., Druskis, J., Walpole, S., Angulo, J., Stokes, L.: Bug Off Pain: an educational virtual reality game on spider venoms and chronic pain for public engagement. J. Chem. Educ. 96(7), 1486–1490 (2019)
Geng, J., Chai, C.-S., Jong, M.S.-Y., Luk, E.T.-H.: Understanding the pedagogical potential of Interactive Spherical Video-based Virtual Reality from the teachers’ perspective through the ACE framework. Interact. Learn. Environ. 29(4), 618–633 (2021)
Mulders, M., Buchner, J., Kerres, M.: A framework for the use of immersive virtual reality in learning environments. Int. J. Emerg. Technol. Learn. IJET 15(24), 208–224 (2020)
K. E. Stavroulia and A. Lanitis, “Enhancing reflection and empathy skills via using a virtual reality based learning framework,” Int. J. Emerg. Technol. Learn., 2019.
Gelsomini, M.: An affordable virtual reality learning framework for children with neuro-developmental disorder. In: Proceedings of the 18th International ACM SIGACCESS Conference on Computers and Accessibility, pp. 343–344 (2016)
Oculus Quest 2: Our Most Advanced New All-in-One VR Headset, Oculus. https://www.oculus.com/quest-2/. Accessed 18 Jan 2022
Touch, 3D Systems, 09 Jun 2016. https://www.3dsystems.com/haptics-devices/touch. Accessed 18 Jan 2022
Këpuska, V., Bohouta, G.: Comparing speech recognition systems (Microsoft API, Google API and CMU Sphinx). Int J. Eng. Res. Appl. 7(3), 20–24 (2017)
Shen, W., Wang, J., Han, J.: Entity linking with a knowledge base: Issues, techniques, and solutions. IEEE Trans. Knowl. Data Eng. 27(2), 443–460 (2014)
Honnibal, M., Montani, I.: spacy 2: natural language understanding with bloom embeddings, convolutional neural networks and incremental parsing. Appear 7(1), 411–420 (2017)
Bou-Ghazale, S.E., Assaleh, K.: A robust endpoint detection of speech for noisy environments with application to automatic speech recognition. In: 2002 IEEE International Conference on Acoustics, Speech, and Signal Processing, vol. 4, p. IV–3808 (2002)
Realtime Database Limits, Firebase Realtime Database, Firebase. https://firebase.google.com/docs/database/usage/limits. Accessed 13 Jul 2021
Author information
Authors and Affiliations
Corresponding author
Editor information
Editors and Affiliations
Rights and permissions
Copyright information
© 2022 The Author(s), under exclusive license to Springer Nature Switzerland AG
About this paper
Cite this paper
Demirel, D., Hamam, A. (2022). Design of a Virtual Reality based Pedagogical Framework. In: Zaphiris, P., Ioannou, A. (eds) Learning and Collaboration Technologies. Novel Technological Environments. HCII 2022. Lecture Notes in Computer Science, vol 13329. Springer, Cham. https://doi.org/10.1007/978-3-031-05675-8_4
Download citation
DOI: https://doi.org/10.1007/978-3-031-05675-8_4
Published:
Publisher Name: Springer, Cham
Print ISBN: 978-3-031-05674-1
Online ISBN: 978-3-031-05675-8
eBook Packages: Computer ScienceComputer Science (R0)