Exploring the Potential of Immersive Virtual Reality in Italian Schools: A Practical Workshop with High School Teachers
Abstract
1. Introduction
- Full Immersive VR: This type of VR, often experienced through Head-Mounted Displays (HMD) and CAVE-based systems, offers a high level of immersion. In IVR, users are entirely immersed in the virtual environment, enhancing their sense of presence. IVR allows users to interact with the virtual world through bodily movements, such as head movements;
- Partial VR Environments: These environments offer a lower level of engagement because users simultaneously perceive the natural environment alongside the virtual one. This reduced level of engagement stems from the simultaneous perception of the real and virtual worlds within the user’s field of view;
- Mixed Reality (MR): MR technology combines elements of Augmented Reality (AR) and VR, creating a continuum between the real and virtual worlds. It enables users to interact with virtual objects in the real world and experience depth and perspective in the environment.
- Horizon Workrooms: A VR coworking app used for distance learning purposes;
- Meta Horizon TV: A VR video player used for immersive video visualization in groups, enabling virtual tours for students and teachers together;
- Immerse: A language-learning app for situated language acquisition.
2. Materials and Methods
2.1. Related Work
2.2. The Workshop on Virtual Realities for Education
2.3. VR Applications and Experience Scenarios
- Application: Horizon Workrooms (https://www.oculus.com/experiences/quest/2514011888645651/, accessed on 16 October 2023) is an application designed to facilitate collaborative work within a virtual space. It offers various types of rooms, including co-working spaces, conference rooms, and classrooms. Participants (or, in our case, teachers) are unable to move freely within the virtual space but can change their virtual chair if another is available. Within the classroom, features such as slide projection, Zoom connectivity, a virtual chalkboard, and the ability to bring their own PC screen for note-taking in VR are available. Participants can communicate with their peers and the presenter using multimodal communication, combining voice and gestural interactions, thus simulating interactions resembling those in the real world. Participants were asked to attend a brief presentation on the Workrooms platform and interact with their peers and the presenter to understand its functionality.
- 2.
- Application: Meta Quest TV (https://www.oculus.com/experiences/quest/1931356740318898/ accessed on 16 October 2023) is a multimedia player that can display both 2D and immersive videos on a VR headset. The unique feature of this application is that users can view and navigate immersive videos with their avatars, along with other connected users. This enables group viewing experiences that transform into virtual group tours. As a learning task, participants were required to take part in two short virtual group tours. The first tour involved exploring the Alhambra in Granada, Spain, and the second tour allowed them to experience the surface of Mars through a virtual video recorded by the Curiosity rover.
- 3.
- Application: Immerse (https://www.immerse.com/, accessed on 16 October 2023) is an application designed for situated language learning. It provides various situated learning environments where specific tasks can be designed to help students learn words within a given context or encourage interaction and dialogue among students. Unlike in Workrooms, students have the freedom to move and interact within virtual environments, engaging in multimodal communication through voice, gestures, and body movements. Furthermore, in the Immerse app, users have access to a backpack containing various tools, including a camera, a laser pointer and an object scanner that detects the name of the object and pronounces it in the target language of learning. Two simple tasks were designed by an English teacher and executed by the participants.
2.4. Teachers’ Survey
3. Results and Discussion
4. Conclusions
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Acknowledgments
Conflicts of Interest
References
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| # | Study Description | Outcomes on Effectiveness |
|---|---|---|
| [14] | The impact of VR systems on the students’ achievements in engineering colleges | Using any VR system dramatically improves the students’ performance. |
| [15] | Using VR for enabling learners to be situated in simulated or imagined settings that contextualize their learning | Learners did not recall more details implied in learning; in VR they were able to build a better overall understanding of the learning material. |
| [16] | A systematic literature review of research conducted into virtual reality | The results are highlighted as effects in the learning process of the implementation of Virtual Reality in order of importance. These are: improving learning outcomes, living experiences that are closer to reality, intrinsic motivation, increasing the level of interest in learning and the skills. |
| [17] | How different approaches for designing medical educational tools affect students’ learning performance | Regardless of whether different versions of a medical educational tool are perceived as equally useful and usable, the design approach (either 2D, 3D, or immersive virtual reality with or without gamification) affects students’ retention of information on clinical cases. |
| [18] | A review of the use of virtual reality head-mounted displays in education and training | Results report an increase in effectiveness of learning outcomes when VR is used. |
| [19] | Laboratory experimentation in Digital Forensics | No significant differences in knowledge acquisition between IVR and traditional laboratory users. |
| [20] | Experimenting with IVR and PowerPoint for safety training | Results provide no robust evidence for an effect of the presentation medium. |
| [21] | Laboratory safety training experimentation | Groups using IVR, Desktop VR, and Text-based manual did not differ in immediate retention test, suggesting media equivalence in conveying basic knowledge. |
| [22] | Literature review | Positive attitudes among students and teachers towards IVR; limited knowledge on retention. Few studies show positive learning results in IVR. |
| [23] | Experiment on students’ understanding during a virtual tour | Users may experience discomfort and poor headset tolerance, negatively affecting learning. |
| ID | Item | N. | Mean | S.D. |
|---|---|---|---|---|
| EU1 | Communicating in Virtual Reality is easy | 120 | 3.5 | 0.9 |
| EU2 | Focusing attention on the didactic task in Virtual Reality is easy | 120 | 3.7 | 0.8 |
| EU3 | Interacting with the virtual interface is easy | 120 | 3.6 | 0.9 |
| EU4 | Keeping the Virtual Reality headset on during tasks is easy | 120 | 3.7 | 1.1 |
| EU5 | Overall, I find it easy to participate in VR tasks | 120 | 3.9 | 0.8 |
| EN1 | I believe that Virtual Reality technology can stimulate students while learning in the classroom | 120 | 4.6 | 0.8 |
| EN2 | I believe Virtual Reality technology can inspire students while learning at home | 120 | 4.6 | 0.8 |
| EN3 | I believe that Virtual Reality technology can help increase students’ attention towards educational activities | 120 | 4.7 | 0.8 |
| EN4 | I believe that Virtual Reality technology can help make educational activities more enjoyable for students | 120 | 4.7 | 0.7 |
| PU1 | I believe that Virtual Reality can help to better understand the content of a lesson | 120 | 4.4 | 0.8 |
| PU2 | I find situated learning in Virtual Reality helpful | 120 | 4.6 | 0.8 |
| PU3 | I find group viewing of Virtual Reality videos useful for teaching | 120 | 4.6 | 0.8 |
| PU4 | In general, I find Virtual Reality videos useful for learning | 120 | 4.6 | 0.8 |
| PU5 | I find Virtual Reality useful for distance learning | 120 | 4.6 | 0.8 |
| PU6 | With ad hoc applications, I would find Virtual Reality useful for the subjects I teach | 120 | 4.4 | 0.9 |
| PU7 | Overall, I find Virtual Reality useful for teaching | 120 | 4.7 | 0.7 |
| PU8 | Overall, I find VR useful for presentations | 120 | 4.6 | 0.8 |
| IU1 | I would like to try Virtual Reality technology in one of my classes | 120 | 4.6 | 0.7 |
| IU2 | I would recommend colleagues try Virtual Reality technology in their courses | 120 | 4.7 | 0.8 |
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Romano, M.; Frolli, A.; Aloisio, A.; Russello, C.; Rega, A.; Cerciello, F.; Bisogni, F. Exploring the Potential of Immersive Virtual Reality in Italian Schools: A Practical Workshop with High School Teachers. Multimodal Technol. Interact. 2023, 7, 111. https://doi.org/10.3390/mti7120111
Romano M, Frolli A, Aloisio A, Russello C, Rega A, Cerciello F, Bisogni F. Exploring the Potential of Immersive Virtual Reality in Italian Schools: A Practical Workshop with High School Teachers. Multimodal Technologies and Interaction. 2023; 7(12):111. https://doi.org/10.3390/mti7120111
Chicago/Turabian StyleRomano, Marco, Alessandro Frolli, Alessandro Aloisio, Claudio Russello, Angelo Rega, Francesco Cerciello, and Fabio Bisogni. 2023. "Exploring the Potential of Immersive Virtual Reality in Italian Schools: A Practical Workshop with High School Teachers" Multimodal Technologies and Interaction 7, no. 12: 111. https://doi.org/10.3390/mti7120111
APA StyleRomano, M., Frolli, A., Aloisio, A., Russello, C., Rega, A., Cerciello, F., & Bisogni, F. (2023). Exploring the Potential of Immersive Virtual Reality in Italian Schools: A Practical Workshop with High School Teachers. Multimodal Technologies and Interaction, 7(12), 111. https://doi.org/10.3390/mti7120111

