Implementing a Desktop VR Tool in a European University: Priorities and Challenges

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Abstract

Virtual reality technologies in educational settings have demonstrated their potential to improve understanding, engagement, motivation and learning outcomes. However, there are multiple technical, pedagogical, and institutional challenges on the way of technology adoption in the education sector. In this group-concept-mapping study within the CloudClass project we aim at identifying the requirements for implementing a desktop VR tool (CloudClass) for education in the university context. Teachers, multimedia experts and managers from a Spanish and a Dutch university (a face-to-face and a distance learning one) were asked to complete the focus prompt “To use/implement CloudClass in education it is required/ needed that.…”. The generated statements were classified thematically and rated for importance and feasibility. 95 unique statements were generated and sorted statistically into 5 clusters: Evaluation, Institutional Requirements, Maintenance and Training, Student Requirements, Affordances and infrastructure. A strong correlation was identified between the importance and feasibility of the identified clusters. To ensure a sustainable implementation of a desktop VR tool like CloudClass in a university setting a holistic approach considering all identified clusters is needed. Clusters Maintenance and Training and Institutional requirements are the low-hanging fruits to invest in, as both clusters scored highest on importance and feasibility.

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Holubinka, K., Urlings, C., Stoyanov, S., del Pilar Sosa-Fernández, R., Méndez-Fernández, R., Castelló-Mayo, E., … de Groot, R. (2023). Implementing a Desktop VR Tool in a European University: Priorities and Challenges. In Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics) (Vol. 14200 LNCS, pp. 104–117). Springer Science and Business Media Deutschland GmbH. https://doi.org/10.1007/978-3-031-42682-7_8

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