| Literature DB >> 34257511 |
Benjy Marks1, Jacqueline Thomas1.
Abstract
Virtual and augmented (VAR) technology is in the early stages of being adopted as a teaching platform in higher education. The technology can facilitate immersive learning in environments that are not usually physically accessible to students via 3D models and interactive 360° videos. To date, adoption rates of VAR technology for teaching have not been well described across a higher education institution. Further, there is an absence of information on the optimal VAR laboratory designs and cost per student. In this study, a purpose designed virtual reality laboratory was formed in 2017 at The University of Sydney, housing 26 Oculus Rift headset units. An evaluation was conducted on the design, costs, rates of teaching adoption and student experiences over five teaching periods (2.5 years). Over this period, 4833 students were taught in the laboratory across 7952 student visits. The laboratory was used most by the Faculty of Engineering (53%), followed by the Faculty of Arts & Social Science (23.8%) and Faculty of Science (23.2%). For engineering, the units of study using the laboratory represented only 1.4% of annual faculty subjects offered. This confirms that adoption was in the initial stage of innovation diffusion. The laboratory saw a 250% increase in student numbers over the period of evaluation and 71.5% of students surveyed (n = 295) reported enhanced learning outcomes. The cost per visit was only AU$ 19.50. These findings give confidence to higher education institutions that the right VAR technology infrastructure is a sound educational investment for the future. SUPPLEMENTARY INFORMATION: The online version contains supplementary material available at 10.1007/s10639-021-10653-6.Entities:
Keywords: Engineering higher education; Technology innovation adoption; Virtual reality technology
Year: 2021 PMID: 34257511 PMCID: PMC8265284 DOI: 10.1007/s10639-021-10653-6
Source DB: PubMed Journal: Educ Inf Technol (Dordr) ISSN: 1360-2357
Fig. 1The Immersive Learning Laboratory with a virtual reality tutorial in progress. All students are exploring content using Oculus Rift headsets
Virtual reality laboratory hardware and signage implementation costs in 2017
| Budget items | Details | Cost | Total |
|---|---|---|---|
| AU$ | AU$ | ||
| VR units | Oculus Rift × 26 | $ 850 ea | $ 22 100 |
| HTC Vive × 2 | $ 1350 ea | $ 2 700 | |
| Computers | Custom towers × 26 | $ 3000 ea | $ 78 000 |
| Ancillary items | Monitors, key-boards, mouses × 26 | $ 200 set | $ 5 200 |
| Stable chairs | Refurbished × 24 | $ 285 ea | $ 6 840 |
| Signage | External and internal | $ 2700 | $ 2 700 |
| Total | $ 117 540 |
Annual operational budget for the VR laboratory cover two teaching semesters
| Operational budget | Details | Cost | Total |
|---|---|---|---|
| AU$ | AU$ | ||
| Technician (casual) | 20 h × 26 weeks | $ 51.50/hr | $ 26 780 |
| Replacement batteries | AA rechargeable × 80 | $ 6.50 ea | $ 520 |
| Face-shields (disposable) | 3000 student visits | $ 0.50 ea | $ 1500 |
| Repairs to headsets | Ear-piece pair × 5 | $ 150 ea | $ 750 |
| Total | $ 29 550 |
Fig. 2Numbers of students taught in the virtual reality laboratory from semester 2 2017 until semester 2 2019. Individual students were recorded (n = 4833) and their total laboratory visits (n = 7952)
Fig. 3The total numbers of students taught in the virtual reality laboratory by university faculty. Individual students were recorded (n = 4833) and the total laboratory visits (n = 7952)
Seven engineering units of study taught in the virtual reality laboratory. Immersive content used for tutorials and the origin of this content
| Course code | Content used | Origin |
|---|---|---|
| AERO3760: Space Engineering 2 | Student created satellite control system simulation in Unreal | Subscription content |
| CIVL2010: Environmental Engineering | 360° videos of environmental engineering projects, interactive models of air pollution | Created by staff |
| CIVL3206: Steel Structures 1 | 3D models of steel structures, 360° of structures lab experiments | Created by lab staff |
| CIVL3310: Humanitarian Engineering | 360° videos of community case-studies in developing countries | Free online |
| CIVL5277: Structural Rehab & Timber Design | Interactive 3D models of bridges for structural assessment | Created by lab staff |
| ELEC5518: Internet of Things for Critical Infrastructure | The application of virtual reality for design, construction & collaboration | Industry content |
| ENGG5103: Safety Systems & Risk Analysis | Custom 360° videos recorded of laboratory and work space risks | Created by staff |
Survey results from a selection of engineering undergraduate students (n = 295) who were taught in the laboratory
| Survey questions | Yes | No | ||
|---|---|---|---|---|
| % | % | |||
| Have you used VR technology previously? | 84 | 28.5% | 211 | 71.5% |
| Did it improve your learning outcomes for your unit? | 211 | 71.5% | 84 | 28.5% |
| Did you experience any discomfort using the technology? | 107 | 36.3% | 188 | 63.7% |
| Would you like to use this technology in other units in the future? | 202 | 68.5% | 93 | 31.5% |
Relationships between reported VR discomfort and learning related questions for engineering undergraduate students (n = 295)
| Improved learning outcomes? | Odds ratio | Future use of VR in units? | Odds ratio | ||||
|---|---|---|---|---|---|---|---|
| Yes | No | (p)a | Yes | No | (p)a | ||
| Did you experience VR discomfort? | Yes | 76 (25.8%) | 31 (10.5%) | 0.96 (0.89) | 81 (27.5%) | 26 (8.8%) | 1.73 (0.05) |
| No | 135 (45.8%) | 53 (18.0%) | 121 (41.0%) | 67 (22.7%) | |||
ap-values from the Fisher exact test for the contingency table