Collaborative and Non-Collaborative Educational Virtual Reality User Experience Principles for Engineering Training


Al Mahrouqi, Muneer Hamed Salim and Md, Hafizuddin Yusof and Hew, Soon Hin (2022) Collaborative and Non-Collaborative Educational Virtual Reality User Experience Principles for Engineering Training. In: Creative Multimedia Postgraduate Research Colloquium, 14 July 2022, Multimedia University, Malaysia.

[img] Text
Proceedings of the FCM PGRC 2022.pdf - Published Version
Restricted to Repository staff only

Download (942kB)


Virtual Reality (VR) technologies are visualization techniques that relate to pure virtual presence, and they are now gaining a lot of interest for boosting communications in professional work in the field of medicine, treatment, tourism, and education (Jones et al., 2020; Takagi et al., 2019; Mofokeng & Matima, 2018; Alhalabi, 2016). It is argued that VR has positive implications in education and training. This study investigates the universal Virtual Reality (VR) user-experience principles reviewed in the literature to be used in designing and developing VR experience for engineering training. Also, it compares collaborative and non-collaborative VR training experiences according to the identified list of the universal VR user-experience principles. The population of the study consisted of all level 3 students in systems engineering at the Military Technological College (MTC) for the academic year 2020/2021. The population consisted of 10 groups (M= 250 students). Considering the Emergency remote teaching and the social distancing regulations, the researcher chose Level 3 students (35 students) who were available in-campus at the time of the experiment. These students were available in-campus due to internet connectivity issues at their homes and they were allowed to stay in-campus for a short time to use campus facilities to continue their online study. There are some limitations and recommendation in this study. First, the small sample size could be extended in the future work to include other departments and engineering colleges. Second, further study may be needed to detect the effectiveness of the collaborative and non-collaborative VR experiences with regard to the performance, attitude and perception of the VR experience. Third, due to the fact that training is a long process, the best way to understand this process entirely is by conducting longitudinal studies. The data collection period in this study was a short period in which to generate precise and credible findings that inform policy makers about VR UX evaluation. Therefore, it is recommended that a longitudinal study is conducted to compensate for the short period of the current study. Finally, the current study examined students’ VR UX. A further study might focus on other important variables such as teachers’ VR UX or students’ motivation in various departments.

Item Type: Conference or Workshop Item (Paper)
Uncontrolled Keywords: Virtual reality, collaborative, non-collaborative, user-experience
Subjects: Q Science > QA Mathematics > QA71-90 Instruments and machines > QA75.5-76.95 Electronic computers. Computer science
Divisions: Faculty of Creative Multimedia (FCM)
Depositing User: Ms Rosnani Abd Wahab
Date Deposited: 24 Nov 2022 03:39
Last Modified: 24 Nov 2022 03:41


Downloads per month over past year

View ItemEdit (login required)