Developing an Interactive Virtual Reality Environment Utilizing Smartphone-based Technology for Immersive Learning in Logic Circuits and Switching Theory Laboratory
Abstract
This capstone project investigated using VR in engineering lab experiments to boost academic performance. Android smartphone-based VR technology was employed in this study to immerse students in learning. A descriptive-developmental technique was utilized to evaluate students' performance in a specialized engineering lab. The mean and grade groups were used to choose the lab experiment Encoders/Decoders from Logic Circuits and Switching Theory for virtual reality. The development step included building a VR smartphone software and environment and testing its usability and functionalities. Professors checked the VR project to make sure it was accurate and in line with educational goals. Subsequently, input from 15 students was collected through surveys assessing usability and functioning features, as determined by Slovin’s formula, to enhance and optimize the VR experience. The ISO/IEC 25010 framework model was used to verify the mentioned features so that they comply with the established quality standards. The Professors' feedback yielded a favorable outcome, with a calculated mean score ranging from 3 to 3.5 for both characteristics. The alpha testers, although positive, suggested quality of-life enhancements such as an observer mode, a resistor function for more accuracy, and latency improvements, all of which were included for the beta test. The improved version for student trials produced a mean range of 3.2 to 3.6 for Usability and 3.33 to 3.73 for Functionality. This research improved VR-based education by offering innovative instructional experiences in engineering laboratories
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