Exploring the Application of Virtual Reality in Mechanical Engineering Education
DOI:
https://doi.org/10.56198/t58da925Keywords:
Virtual Reality, Gamification, EducationAbstract
The advent of consumer-based virtual reality (VR) opens up opportunities to enhance digital teaching by immersing users in interactive learning experiences. This study focuses on the application of VR in mechanical engineering education. Specifically, the implemented VR scenario enables users to learn the process of assembling an internal combustion engine within a virtual environment. To compare the practicality of the implemented VR application, an A/B study was conducted comparing the VR method with a traditional lecture. Participants in both groups expressed their experience using post-questionnaires. The traditional lecture was praised for personal engagement and the ability to ask questions, while the VR group found animations and acoustic cues particularly valuable in ensuring correct assembly. Additionally, the use of virtual reality has a positive impact on user engagement while reducing temporal demand. In conclusion, the combination of VR applications with traditional teaching methods shows promise for enhancing student learning outcomes.
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The papers in this book comprise the proceedings of the meeting mentioned on the cover and title page. They reflect the authors' opinions and, in the interests of timely dissemination, are published as presented and without change. Their inclusion in this publication does not necessarily constitute endorsement by the editors or the Immersive Learning Research Network.
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