Lune

CHI2022Top-tier venue

How Will VR Enter University Classrooms? Multi-stakeholders Investigation of VR in Higher Education

Qiao Jin, Yu Liu, Svetlana Yarosh, Bo Han, Feng Qian

2022Year
68Citations
7Top-tier citations

Abstract

VR has received increased attention as an educational tool and many argue it is destined to influence educational practices, especially with the emergence of the Metaverse. Most prior research on educational VR reports on applications or systems designed for specified educational or training objectives. However, it is also crucial to understand current practices and attitudes across disciplines, having a holistic view to extend the body of knowledge in terms of VR adoption in an authentic setting. Taking a higher-level perception of people in different roles, we conducted a qualitative analysis based on 23 interviews with major stakeholders and a series of participatory design workshops with instructors and students. We identified the stakeholders who need to be considered for using VR in higher education, and highlighted the challenges and opportunities critical for VR current and potential practices in the university classroom. Finally, we discussed the design implications based on our findings. This study contributes a detailed description of current perceptions and considerations from a multi-stakeholder perspective, providing new empirical insights for designing novel VR and HCI technologies in higher education.

• Human-centered computing → Empirical studies in HCI.

Ask about this paper

Your agent reads all of it.

Lune indexed this paper to the last equation, along with the top-tier papers that cite it. Ask a question and the answer quotes them.

Questions to start from

Your agent calls

Luneget_paper_fulltext

Ask in Lune

Free to start. No credit card required.

lune papers fulltext 958963c1-251e-42b2-96a2-6f1fa1958cce

Cited by top-tier papers7

Ask how each one uses it

Builds on12

Related papers

Dusk over the sea between two cliffs drawn in fine vertical lines