Skip to main content
Log in

Design, development, and evaluation of educational virtual reality environment: EVRECA

  • Development Article
  • Published:
Educational technology research and development Aims and scope Submit manuscript

Abstract

Numerous studies have been carried out in recent years on the use of virtual reality (VR) technologies and environments in education. On the other hand, many researchers have drawn attention to the inadequacy of studies that deal with the education process in virtual reality environments from a broad perspective. In this research, the process of designing, developing, and testing an educational virtual reality environment in the light of a design model that includes pedagogical, design, and technical steps have been experienced and reported with a holistic perspective. The study was carried out in a two meso cycle structure based on the educational design research methodology. In the scope of research, the educational virtual reality campus platform has been developed to provide a skill-based educational environment for learners. The Internet of Things training process in the platform was held in a single session with each participant. At the end of the practices, it has been seen that the training carried out on the platform can provide learning at both cognitive and skill levels; the knowledge learned in the virtual reality environment can be transferred to real life and has a lasting effect. Furthermore, it was determined that there was a reverse relationship between the participants’ sense of presence and their cognitive load, and there was a positive relationship between the participants’ sense of presence and their pleasure and arousal levels. It has been concluded that technical data such as frames per second, latency, draw call, and polygon count provided by the platform can have a remarkable effect on the VR experience.

This is a preview of subscription content, log in via an institution to check access.

Access this article

Price excludes VAT (USA)
Tax calculation will be finalised during checkout.

Instant access to the full article PDF.

Fig. 1
Fig. 2
Fig. 3
Fig. 4
Fig. 5
Fig. 6
Fig. 7
Fig. 8
Fig. 9
Fig. 10
Fig. 11

Similar content being viewed by others

References

  • Aebersold, M., Rasmussen, J., & Mulrenin, T. (2020). Virtual everest: Immersive virtual reality can improve the simulation experience. Clinical Simulation in Nursing, 38, 1–4. https://doi.org/10.1016/j.ecns.2019.09.004

    Article  Google Scholar 

  • Al Amri, A. Y., Osman, M. E., & Al Musawi, A. S. (2020). The effectiveness of a 3D-virtual reality learning environment (3D-VRLE) on the Omani eighth grade students’ achievement and motivation towards physics learning. International Journal of Emerging Technologies in Learning (iJET), 15(05), 4–16. https://doi.org/10.3991/ijet.v15i05.11890.

    Article  Google Scholar 

  • Appelman, R. (2005). Designing experiential modes: A key focus for immersive learning environments. TechTrends, 49(3), 64–74. https://doi.org/10.1007/BF02763648.

    Article  Google Scholar 

  • Armougum, A., Orriols, E., Gaston-Bellegarde, A., Joie-La Marle, C., & Piolino, P. (2019). Virtual reality: A new method to investigate cognitive load during navigation. Journal of Environmental Psychology, 65, 101338. https://doi.org/10.1016/j.jenvp.2019.101338.

    Article  Google Scholar 

  • Aydın, A., Araz, A., & Asan, A. (2011). Görsel analog ölçeği ve duygu kafesi: kültürümüze uyarlama çalışması. Türk Psikoloji Yazıları, 14(27), 1–13.

    Google Scholar 

  • Baceviciute, S., Mottelson, A., Terkildsen, T., & Makransky, G. (2020). Investigating representation of text and audio in educational VR using learning outcomes and EEG. Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems. New York.

  • Bawa, A., & Bawa, P. (2023). Faculty perceptions on using virtual reality: Strengths, Weaknesses and Recommendations. SN Computer Science, 4(5), 608. https://doi.org/10.1007/s42979-023-02055-x.

    Article  Google Scholar 

  • Burkhardt, H. (2009). On Strategic Design. Educational Designer, 1(3), 1–49.

    Google Scholar 

  • Çağlar, C. (2019). Yabancı Dil Öğretiminde Seyahat İngilizcesi İçin Sanal Gerçeklik Uygulamasının Geliştirilmesi. Yüksek Lisans Tezi, İstanbul Üniversitesi: İstanbul.

  • Cai, Y., Jin, Z., Liu, S., & Ying, J. (2023). Application and Research of VR in Education. Applied and Computational Engineering Proceedings of the 2023 International Conference on Software Engineering and Machine Learning.

  • Chavez, B., & Bayona, S. (2018). Virtual reality in the learning process. World Conference on Information Systems and Technologies.

  • Checa, D., & Bustillo, A. (2020). Advantages and limits of virtual reality in learning processes: Briviesca in the fifteenth century. Virtual Reality, 24(1), 151–161. https://doi.org/10.1007/s10055-019-00389-7.

    Article  Google Scholar 

  • Chen, C. J. (2009). Theoretical bases for using virtual reality in education. Themes in Science and Technology Education, 2(1–2), 71–90.

    Google Scholar 

  • Cho, Y. H., Yim, S. Y., & Paik, S. (2015). Physical and social presence in 3D virtual role-play for pre-service teachers. The Internet and Higher Education, 25, 70–77. https://doi.org/10.1016/j.iheduc.2015.01.002.

    Article  Google Scholar 

  • Davis, L. L. (1992). Instrument review: Getting the most from a panel of experts. Applied Nursing Research, 5(4), 194–197. https://doi.org/10.1016/S0897-1897(05)80008-4.

    Article  Google Scholar 

  • Di Natale, A. F., Repetto, C., Riva, G., & Villani, D. (2020). Immersive virtual reality in K-12 and higher education: A 10‐year systematic review of empirical research. British Journal of Educational Technology, 51(6), 2006–2033. https://doi.org/10.1111/bjet.13030.

    Article  Google Scholar 

  • Feng, Z., González, V. A., Amor, R., Lovreglio, R., & Cabrera-Guerrero, G. (2018). Immersive virtual reality serious games for evacuation training and research: A systematic literature review. Computers & Education, 127, 252–266. https://doi.org/10.1016/j.compedu.2018.09.002.

    Article  Google Scholar 

  • Fischer, H., Arnold, M., Philippe, S., Dyrna, J., & Jung, S. (2021). 8–9 March, 2021). VR-Based Learning and Teaching. A Framework for Implementation of Virtual Reality in Formal Education 15th International Technology, Education and Development Conference, Online Conference.

  • Frazier, E., Lege, R., & Bonner, E. (2021). Making virtual reality Accessible for Language Learning: Applying the VR Application Analysis Framework. Teaching English with Technology, 21(1), 131–143.

    Google Scholar 

  • Fu, L., Zhu, J., Li, W., Zhu, Q., Xu, B., Xie, Y., Zhang, Y., Hu, Y., Lu, J., & Dang, P. (2021). Tunnel vision optimization method for VR flood scenes based on Gaussian blur. International Journal of Digital Earth. https://doi.org/10.1080/17538947.2021.1886359

    Article  Google Scholar 

  • García-Valle, G., Ferre, M., Breñosa, J., & Vargas, D. (2017). Evaluation of presence in virtual environments: Haptic vest and user’s haptic skills. Ieee Access : Practical Innovations, Open Solutions, 6, 7224–7233. https://doi.org/10.1109/ACCESS.2017.2782254.

    Article  Google Scholar 

  • Gökoğlu, S., & Çakıroğlu, Ü. (2019). Sanal gerçeklik temelli öğrenme ortamlarinda bulunuşluk hissinin ölçülmesi: Bulunuşluk ölçeğinin Türkçe’ye uyarlanmasi. Eğitim Teknolojisi Kuram ve Uygulama, 9(1), 169–188. https://doi.org/10.17943/etku.441497.

    Article  Google Scholar 

  • Gonzalez Lopez, J. M., Betancourt, J., Arredondo, R. O. R., Laureano, J. M. V., E., & Haro, R., F (2019). Incorporating virtual reality into the teaching and training of Grid-Tie photovoltaic power plants design. Applied Sciences, 9(21), 4480. https://doi.org/10.3390/app9214480.

    Article  Google Scholar 

  • Gromer, D., Reinke, M., Christner, I., & Pauli, P. (2019). Causal interactive links between presence and fear in virtual reality height exposure. Frontiers in Psychology, 10, 141. https://doi.org/10.3389/fpsyg.2019.00141.

    Article  Google Scholar 

  • Helgert, A., Groeneveld, A., & Eimler, S. C. (2022). A Qualitative Analysis of Interaction Techniques in a Virtual Reality Instruction Environment: Experiences From a Case Study. 2022 IEEE International Conference on Artificial Intelligence and Virtual Reality (AIVR).

  • Hite, R., Jones, M., Childers, G., Ennes, M., Chesnutt, K., Pereyra, M., & Cayton, E. (2019). Investigating potential relationships between adolescents’ cognitive development and perceptions of presence in 3-D, haptic-enabled, virtual reality science instruction. Journal of Science Education and Technology, 28(3), 265–284. https://doi.org/10.1007/s10956-018-9764-y

    Article  Google Scholar 

  • Holly, M., Pirker, J., Resch, S., Brettschuh, S., & Gütl, C. (2021). Designing VR experiences–expectations for teaching and learning in VR. Educational Technology & Society, 24(2), 107–119. https://doi.org/10.7763/ijeeee.2014.V4.347

    Article  Google Scholar 

  • Huang, C. L., Luo, Y. F., Yang, S. C., Lu, C. M., & Chen, A. S. (2020). Influence of students’ learning style, sense of presence, and cognitive load on learning outcomes in an immersive virtual reality learning environment. Journal of Educational Computing Research, 58(3), 596–615. https://doi.org/10.1177%2F0735633119867422.

    Article  Google Scholar 

  • Hvass, J., Larsen, O., Vendelbo, K., Nilsson, N., Nordahl, R., & Serafin, S. (2017). Visual realism and presence in a virtual reality game. 2017 3DTV Conference: The true vision-capture, transmission and display of 3D video (3DTV-CON), Copenhagen, Denmark.

  • Ishak, M. A., Kosnan, M. R., & Zakaria, N. F. (2020). Build IoT through virtual reality. International Journal of Multimedia and Recent Innovation, 2(1), 11–25. https://doi.org/10.36079/lamintang.ijmari-0201.80.

    Article  Google Scholar 

  • Jensen, L., & Konradsen, F. (2018). A review of the use of virtual reality head-mounted displays in education and training. Education and Information Technologies, 23(4), 1515–1529. https://doi.org/10.1007/s10639-017-9676-0.

    Article  Google Scholar 

  • Joe, M. D. (2020). Instructional Design Techniques used to develop virtual reality-based Safety Training in an Industrial Environment. Walden University.

  • Jost, P., Cobb, S., & Hämmerle, I. (2019). Reality-based interaction affecting mental workload in virtual reality mental arithmetic training. Behaviour & Information Technology. https://doi.org/10.1080/0144929X.2019.1641228

    Article  Google Scholar 

  • Kalkan, N. (2020). Temel teknik beceri öğreniminde sanal gerçeklik teknolojisinin etkililiğinin incelenmesi: Masa tenisi örneği. Doktora Tezi, Manisa Celal Bayar Üniversitesi. Manisa.

  • Kern, A. C., & Ellermeier, W. (2020). Audio in VR: Effects of a soundscape and movement-triggered step sounds on presence. Frontiers in Robotics and AI. https://doi.org/10.3389/frobt.2020.00020.

    Article  Google Scholar 

  • Kılıç, E., & Karadeniz, Ş. (2004). Hiper ortamlarda öğrencilerin bilişsel yüklenme ve kaybolma düzeylerinin belirlenmesi. Kuram ve Uygulamada Eğitim Yönetimi, 40(40), 562–579.

    Google Scholar 

  • Lege, R., & Bonner, E. (2020). Virtual reality in education: The promise, progress, and challenge. JALT CALL Journal. https://doi.org/10.29140/jaltcall.v16n3.388

    Article  Google Scholar 

  • Lerner, D., Mohr, S., Schild, J., Göring, M., & Luiz, T. (2020). An immersive multi-user virtual reality for emergency simulation training: Usability study. JMIR Serious Games, 8(3), e18822. https://doi.org/10.2196/18822.

    Article  Google Scholar 

  • Liu, R., Zhuang, C., Yang, R., & Ma, L. (2020). Effect of economically friendly acustimulation approach against cybersickness in video-watching tasks using consumer virtual reality devices. Applied Ergonomics, 82, 102946. https://doi.org/10.1016/j.apergo.2019.102946.

    Article  Google Scholar 

  • Liu, T. C., Lin, Y. C., Wang, T. N., Yeh, S. C., & Kalyuga, S. (2021). Studying the effect of redundancy in a virtual reality classroom. Educational Technology Research and Development, 69(2), 1183–1200. https://doi.org/10.1007/s11423-021-09991-6.

    Article  Google Scholar 

  • Luo, H., Li, G., Feng, Q., Yang, Y., & Zuo, M. (2021). Virtual reality in K-12 and higher education: A systematic review of the literature from 2000 to 2019. Journal of Computer Assisted Learning, 37(3), 887–901. https://doi.org/10.1111/jcal.12538.

    Article  Google Scholar 

  • McKenney, S., & Reeves, T. C. (2012). Conducting educational design research. Routledge.

    Google Scholar 

  • McKenney, S., & Reeves, T. C. (2014). Educational design research. Handbook of research on educational communications and technology (pp. 131–140). Springer.

    Chapter  Google Scholar 

  • Mohamed, F., Abdeslam, J., & Lahcen, E. B. (2018). Towards new approach to enhance learning based on internet of things and virtual reality. Proceedings of the International Conference on Learning and Optimization Algorithms: Theory and Applications.

  • Monahan, T., McArdle, G., & Bertolotto, M. (2008). Virtual reality for collaborative e-learning. Computers & Education, 50(4), 1339–1353. https://doi.org/10.1016/j.compedu.2006.12.008.

    Article  Google Scholar 

  • Narciso, D., Melo, M., Vasconcelos-Raposo, J., & Bessa, M. (2020). The impact of olfactory and wind stimuli on 360 videos using head-mounted displays. ACM Transactions on Applied Perception (TAP), 17(1), 1–13. https://doi.org/10.1145/3380903.

    Article  Google Scholar 

  • Paas, F. G., & Van Merriënboer, J. J. (1993). The efficiency of instructional conditions: An approach to combine mental effort and performance measures. Human Factors, 35(4), 737–743. https://doi.org/10.1177/001872089303500412.

    Article  Google Scholar 

  • Parong, J., & Mayer, R. E. (2021). Cognitive and affective processes for learning science in immersive virtual reality. Journal of Computer Assisted Learning, 37(1), 226–241. https://doi.org/10.1111/jcal.12482.

    Article  Google Scholar 

  • Peixoto, B., Pinto, R., Melo, M., Cabral, L., & Bessa, M. (2021). Immersive virtual reality for foreign language education: A PRISMA systematic review. Ieee Access : Practical Innovations, Open Solutions, 9, 48952–48962. https://doi.org/10.1109/ACCESS.2021.3068858.

    Article  Google Scholar 

  • Pellas, N., Dengel, A., & Christopoulos, A. (2020). A scoping review of immersive virtual reality in STEM education. IEEE Transactions on Learning Technologies, 13(4), 748–761. https://doi.org/10.1109/TLT.2020.3019405.

    Article  Google Scholar 

  • Piovesan, S. D., Passerino, L. M., & Pereira, A. S. (2012). Virtual reality as a tool in the education International Conference on Cognition and Exploratory Learning in Digital Age (CELDA) Madrid, Spain.

  • Queiroz, A. C. M., Nascimento, A. M., Tori, R., & da Silva Leme, M. I. (2019). Immersive virtual environments and learning assessments. International Conference on Immersive Learning

  • Raaen, K., & Kjellmo, I. (2015). Measuring latency in virtual reality systems. International Conference on Entertainment Computing.

  • Radianti, J., Majchrzak, T. A., Fromm, J., & Wohlgenannt, I. (2020). A systematic review of immersive virtual reality applications for higher education: Design elements, lessons learned, and research agenda. Computers & Education, 147, 103778. https://doi.org/10.1016/j.compedu.2019.103778.

    Article  Google Scholar 

  • Ramasundaram, V., Grunwald, S., Mangeot, A., Comerford, N. B., & Bliss, C. (2005). Development of an environmental virtual field laboratory. Computers & Education, 45(1), 21–34. https://doi.org/10.1016/j.compedu.2004.03.002.

    Article  Google Scholar 

  • Reeves, T. C. (2011). Can educational research be both rigorous and relevant. Educational Designer, 1(4), 1–24.

    Google Scholar 

  • Reski, N., & Alissandrakis, A. (2020). Open data exploration in virtual reality: A comparative study of input technology. Virtual Reality, 24(1), 1–22. https://doi.org/10.1007/s10055-019-00378-w.

    Article  Google Scholar 

  • Roettl, J., & Terlutter, R. (2018). The same video game in 2D, 3D or virtual reality–how does technology impact game evaluation and brand placements? PloS One, 13(7), 1–24. https://doi.org/10.1371/journal.pone.0200724.

    Article  Google Scholar 

  • Russell, J. A., Weiss, A., & Mendelsohn, G. A. (1989). Affect grid: A single-item scale of pleasure and arousal. Journal of Personality and Social Psychology, 57(3), 493–502. https://doi.org/10.1037/0022-3514.57.3.493.

    Article  Google Scholar 

  • Schwind, V., Leusmann, J., & Henze, N. (2019). Understanding visual-haptic integration of avatar hands using a fitts’ law task in virtual reality. In Proceedings of Mensch und Computer 2019 (pp. 211–222). https://doi.org/10.1145/3340764.3340769.

  • Schwind, V., Knierim, P., Haas, N., & Henze, N. (2019a). Using presence questionnaires in virtual reality. Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems.

  • Servotte, J. C., Goosse, M., Campbell, S. H., Dardenne, N., Pilote, B., Simoneau, I. L., Guillaume, M., Bragard, I., & Ghuysen, A. (2020). Virtual reality experience: Immersion, sense of presence, and cybersickness. Clinical Simulation in Nursing, 38, 35–43. https://doi.org/10.1016/j.ecns.2019.09.006.

    Article  Google Scholar 

  • Shimizu, S., Jincho, N., & Kikuchi, H. (2019). Influence of interactive questions on the sense of presence and anxiety in a virtual-reality job-interview simulation. Proceedings of the 2019 3rd International Conference on Virtual and Augmented Reality Simulations.

  • Soliman, M., Pesyridis, A., Dalaymani-Zad, D., Gronfula, M., & Kourmpetis, M. (2021). The application of virtual reality in engineering education. Applied Sciences, 11(6), 2879. https://doi.org/10.3390/app11062879.

    Article  Google Scholar 

  • Srinivasa, A. R., Jha, R., Ozkan, T., & Wang, Z. (2021). Virtual reality and its role in improving student knowledge, self-efficacy, and attitude in the materials testing laboratory. International Journal of Mechanical Engineering Education, 49(4), 382–409. https://doi.org/10.1177/0306419019898824.

    Article  Google Scholar 

  • Stavroulia, K. E., Christofi, M., Zarraonandia, T., Michael-Grigoriou, D., & Lanitis, A. (2019). Virtual reality environments (VREs) for training and learning. Learning in a Digital World (pp. 195–211). Springer. https://doi.org/10.1007/978-981-13-8265-9_10

    Chapter  Google Scholar 

  • Stemberger, T., & Cencic, M. (2014). Design-based research in an educational research context. Sodobna Pedagogika, 65(1), 62.

    Google Scholar 

  • Suh, A., & Prophet, J. (2018). The state of immersive technology research: A literature analysis. Computers in Human Behavior, 86, 77–90. https://doi.org/10.1016/j.chb.2018.04.019.

    Article  Google Scholar 

  • Surer, E., Erkayaoğlu, M., Öztürk, Z. N., Yücel, F., Bıyık, E. A., Altan, B., Şenderin, B., Oğuz, Z., Gürer, S., & Düzgün, H. (2021). Developing a scenario-based video game generation framework for computer and virtual reality environments: A comparative usability study. Journal on Multimodal User Interfaces, 15(4), 393–411. https://doi.org/10.1007/s12193-020-00348-6.

    Article  Google Scholar 

  • Tacgin, Z. (2020). Immersive virtual reality as an action: Measuring approach and learning status of learners after planning myVOR. Educational Media International, 57(4), 353–371. https://doi.org/10.1080/09523987.2020.1848509.

    Article  Google Scholar 

  • Topuz, Y. (2018). Anatomi eğitiminde sanal gerçeklik ve üç boyutlu masaüstü materyallerin akademik başarı ve bilişsel yük açısından karşılaştırılması. Yüksek Lisans Tezi, Marmara Üniversitesi. İstanbul.

  • Tran, T. T., Ngoc, H., Pham, N. P., Jung, C. T., Y. J., & Thang, T. C. (2019). A subjective study on user perception aspects in virtual reality. Applied Sciences, 9(16), 3384. https://doi.org/10.3390/app9163384.

    Article  Google Scholar 

  • Turnbull, P. R., Wong, J., Feng, J., Wang, M. T., & Craig, J. P. (2019). Effect of virtual reality headset wear on the tear film: A randomised crossover study. Contact Lens and Anterior Eye, 42(6), 640–645.

    Article  Google Scholar 

  • Wang, P., Wu, P., Wang, J., Chi, H. L., & Wang, X. (2018). A critical review of the use of virtual reality in construction engineering education and training. International Journal of Environmental Research and Public Health, 15(6), 1204. https://doi.org/10.3390/ijerph15061204.

    Article  Google Scholar 

  • Wang, Z., He, R., & Chen, K. (2020). Thermal comfort and virtual reality headsets. Applied Ergonomics, 85, 103066. https://doi.org/10.1016/j.apergo.2020.103066.

    Article  Google Scholar 

  • Witmer, B. G., Jerome, C. J., & Singer, M. J. (2005). The factor structure of the presence questionnaire. Presence: Teleoperators & Virtual Environments, 14(3), 298–312. https://doi.org/10.1162/105474605323384654.

    Article  Google Scholar 

  • Xie, T., Li, Y., & Tang, Y. (2023). Effects of using immersive virtual reality for science education on learning outcomes: A randomized controlled pilot study. IEEE Transactions on Learning Technologies.

  • Zhang, C. (2020). Investigation on motion sickness in virtual reality environment from the perspective of user experience. 2020 IEEE 3rd International Conference on Information Systems and Computer Aided Education (ICISCAE).

  • Zou, W., Yang, F., Zhang, W., Li, Y., & Yu, H. (2018). A framework for assessing spatial presence of omnidirectional video on virtual reality device. Ieee Access : Practical Innovations, Open Solutions, 6, 44676–44684. https://doi.org/10.1109/ACCESS.2018.2864872.

    Article  Google Scholar 

Download references

Acknowledgements

The Internet of Things (IoT) projects undertaken upon in the context of this research were executed using the IoT laboratory equipment established in Atatürk Faculty of Education, Department of Computer Education and Instructional Technology within the scope of the project numbered EGT-A-111017-0599 supported by Marmara University Scientific Research Projects Coordination Unit.

Funding

This research did not receive any specific grant from funding agencies in the public, commercial, or not-for-profit sectors.

Author information

Authors and Affiliations

Authors

Corresponding author

Correspondence to Ali Geriş.

Ethics declarations

Conflict of interest

The authors have not disclosed any conflict of interest.

Additional information

Publisher’s Note

Springer Nature remains neutral with regard to jurisdictional claims in published maps and institutional affiliations.

Appendices

Appendices

Appendix 1: Academic achievement test question examples

figure a

Appendix 2: Transfer task scenario, question, and checklist item examples

figure b

Rights and permissions

Springer Nature or its licensor (e.g. a society or other partner) holds exclusive rights to this article under a publishing agreement with the author(s) or other rightsholder(s); author self-archiving of the accepted manuscript version of this article is solely governed by the terms of such publishing agreement and applicable law.

Reprints and permissions

About this article

Check for updates. Verify currency and authenticity via CrossMark

Cite this article

Geriş, A., Özdener, N. Design, development, and evaluation of educational virtual reality environment: EVRECA. Education Tech Research Dev 72, 915–945 (2024). https://doi.org/10.1007/s11423-023-10303-3

Download citation

  • Accepted:

  • Published:

  • Issue Date:

  • DOI: https://doi.org/10.1007/s11423-023-10303-3

Keywords

Navigation