Abstract:This paper introduces a timely case study on a 3D virtual reality-enabled graduation celebration project that provided an alternative approach to celebrating university graduation amidst the COVID-19 pandemic. The project was carefully designed with fun, engaging, and interactive activities to compensate for the cancelation of the conventional commencement in spring 2020 due to the pandemic. More than 20 graduating students, faculty and staff members participated in a 2-h virtual reality live event appearing a… Show more
“…Recent research highlights the potential of virtual reality platforms to enhance social interaction within educational environments. For example, Xu [19] demonstrated the benefits of a VR platform designed for a virtual graduation ceremony amid the pandemic, noting improved social interactions and overall satisfaction among participants. Reinforcing this point, comments from several studies highlight the critical role of informal and spontaneous interactions.…”
The impact of the COVID-19 pandemic on education has accelerated the shift in learning paradigms toward synchronous and asynchronous online approaches, significantly reducing students’ social interactions. This study introduces CollabVR, as a social virtual reality (SVR) platform designed to improve social interaction among remote university students through extracurricular activities (ECAs). Leveraging technologies such as Unity3D for the development of the SVR environment, Photon Unity Networking for real-time participant connection, Oculus Quest 2 for immersive virtual reality experience, and AWS for efficient and scalable system performance, it aims to mitigate this social interaction deficit. The platform was tested using the sociability scale of Kreijns et al., comparing it with traditional online platforms. Results from a focus group in Lima, Peru, with students participating in online ECAs, demonstrated that CollabVR significantly improved participants perceived social interaction, with a mean of 4.65 ± 0.49 compared to traditional platforms with a mean of 2.35 ± 0.75, fostering a sense of community and improving communication. The study highlights the potential of CollabVR as a powerful tool to overcome socialization challenges in virtual learning environments, suggesting a more immersive and engaging approach to distance education.
“…Recent research highlights the potential of virtual reality platforms to enhance social interaction within educational environments. For example, Xu [19] demonstrated the benefits of a VR platform designed for a virtual graduation ceremony amid the pandemic, noting improved social interactions and overall satisfaction among participants. Reinforcing this point, comments from several studies highlight the critical role of informal and spontaneous interactions.…”
The impact of the COVID-19 pandemic on education has accelerated the shift in learning paradigms toward synchronous and asynchronous online approaches, significantly reducing students’ social interactions. This study introduces CollabVR, as a social virtual reality (SVR) platform designed to improve social interaction among remote university students through extracurricular activities (ECAs). Leveraging technologies such as Unity3D for the development of the SVR environment, Photon Unity Networking for real-time participant connection, Oculus Quest 2 for immersive virtual reality experience, and AWS for efficient and scalable system performance, it aims to mitigate this social interaction deficit. The platform was tested using the sociability scale of Kreijns et al., comparing it with traditional online platforms. Results from a focus group in Lima, Peru, with students participating in online ECAs, demonstrated that CollabVR significantly improved participants perceived social interaction, with a mean of 4.65 ± 0.49 compared to traditional platforms with a mean of 2.35 ± 0.75, fostering a sense of community and improving communication. The study highlights the potential of CollabVR as a powerful tool to overcome socialization challenges in virtual learning environments, suggesting a more immersive and engaging approach to distance education.
“…Analyzed papers classified by data collection method. ,11,13,[16][17][18]21,22,29,32,34,35,37,41,45,48,50,52,55,56,60,64,66,68,76,77,83,85,86,[108][109][110][111]113,114,120,121,123,124] …”
During the last few years, learning techniques have changed, both in basic education and in higher education. This change has been accompanied by new technologies such as Augmented Reality (AR) and Virtual Reality (AR). The combination of these technologies in education has allowed a greater immersion, positively affecting the learning and teaching processes. In addition, since the COVID-19 pandemic, this trend has been growing due to the diversity of the different fields of application of these technologies, such as heterogeneity in their combination and their different experiences. It is necessary to review the state of the art to determine the effectiveness of the application of these technologies in the field of university higher education. In the present paper, this aim is achieved by performing a systematic literature review from 2012 to 2022. A total of 129 papers were analyzed. Studies in our review concluded that the application of AR/VR improves learning immersion, especially in hospitality, medicine, and science studies. However, there are also negative effects of using these technologies, such as visual exhaustion and mental fatigue.
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