Assessment of STEM e-learning in an immersive virtual reality (VR) environment

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Abstract

This paper shows the early research findings of two studies utilizing a virtual reality environment as an educational tool for the operation of a computerized numerical control (CNC) milling machine. Based off of previous work, the Advanced Virtual Machining Lab (AVML), this project features an environment in which a virtual CNC machine is fully operable, designed to allow STEM students and training professionals to learn the use of the CNC machine without the need to be in a physical lab. Users operate in the virtual environment using an immersive virtual reality headset (i.e. Oculus Rift) and standard input devices (i.e. mouse and keyboard), both of which combined make for easy movement and realistic visuals. On-screen tutorials allow users to learn about what they need to do to operate the machine without the need for outside instruction. While designing and perfecting this environment has been the primary focus of this project thus far, the research goal was to test the usability of the virtual environment and the effectiveness of the immersive technology as it relates to education in STEM fields. Initial usability studies for this environment featured students from a CAD/CAM-Theory and Advanced Applications (ME 54600) course at a Midwestern urban institution. Results from the study were tabulated with a survey using a four-point Likert scale and several open-ended questions. Findings from the survey indicated that the majority of users found the environment realistic and easy to navigate, in addition to finding the immersive technology to be beneficial. A comparative study was also conducted to evaluate the pedagogical effectiveness. Results indicated a slight statistical significance (p-value of .52%). Improvements can be made both in human/computer interaction and educating students on code input.

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Rogers, C. B., El-Mounaryi, H., Wasfy, T., & Satterwhite, J. (2017). Assessment of STEM e-learning in an immersive virtual reality (VR) environment. Computers in Education Journal, 8(4). https://doi.org/10.18260/p.26336

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