Abstract
Virtual reality enables new approaches to teaching various learning content. However, the development of learning environments is complex and there are only a few guidelines that can be used in the development of VR learning environments. This paper addresses this gap and presents the evaluation of a computer science education simulation. The questionnaire of the UXIVE model, combined with feedback analysed with systematic, rule-guided qualitative text analysis, was used to analyse the influence of user experience components. The result is a concept to transfer usability outcomes in a structured way into best practices and conditions for success.
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Notes
- 1.
RePiX VR is OSS: https://gitlab.com/learntech-rwth/repix-vr/repix-vr-app.
- 2.
The data, an experimental guide, and TST results are published as supplementary material, see https://publications.rwth-aachen.de/record/960357.
- 3.
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Acknowledgement
This study would not have been possible without my colleague Sergej Görzen and our students, especially Tobias Möhring. Nadine Bergner & Thiemo Leonhardt - thank you for the opportunity to work with your students during the pandemic.
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Heinemann, B., Schroeder, U. (2023). Evaluating Usability and User Feedback in an Immersive Virtual Reality Environment for Computer Science Education. In: Viberg, O., Jivet, I., Muñoz-Merino, P., Perifanou, M., Papathoma, T. (eds) Responsive and Sustainable Educational Futures. EC-TEL 2023. Lecture Notes in Computer Science, vol 14200. Springer, Cham. https://doi.org/10.1007/978-3-031-42682-7_67
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DOI: https://doi.org/10.1007/978-3-031-42682-7_67
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