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Author Spotlight: Enhancing Engineering Education via WebVR-Based Online Laboratories
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Author Spotlight: Enhancing Engineering Education via WebVR-Based Online Laboratories

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Incorporating immersive learning into biomedical engineering laboratories using virtual reality.

Megan Wilkerson1, Vitali Maldonado1, Srikanth Sivaraman1

  • 1Department of Biomedical Engineering, University of Arkansas, Fayetteville, USA.

Journal of Biological Engineering
|August 8, 2022
PubMed
Summary

Virtual reality (VR) videos offer a flexible remote learning alternative for lab courses. While content was adequate, technical improvements are needed to enhance student engagement and retention in virtual laboratory education.

Keywords:
Biomedical engineering laboratoryEngineering educationSTEM remote learningVirtual reality

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Area of Science:

  • Biomolecular Engineering
  • Educational Technology

Background:

  • The COVID-19 pandemic necessitated a rapid transition to remote learning, impacting hands-on laboratory courses.
  • Virtual Reality (VR) presents an accessible, immersive technology for educational simulations.
  • VR videos were explored as a novel tool for remote laboratory instruction.

Purpose of the Study:

  • To evaluate the effectiveness of VR videos in a remote Biomolecular Engineering laboratory course.
  • To gather student feedback on their experience with VR videos as an educational tool.

Main Methods:

  • Students in a Biomolecular Engineering course were provided with VR videos of laboratory components.
  • A survey was administered to collect quantitative and qualitative data on student experiences.
  • Survey items assessed self-paced learning, information sufficiency, engagement, retention, and comfort.

Main Results:

  • Most students found VR videos allowed self-paced learning (89%) and were appropriately lengthed (89%).
  • A majority felt videos provided sufficient information (74%), but few reported improved retention (16%) or understanding (9%).
  • Engagement (28%) and confidence in applying skills (30%) showed moderate positive responses, with 43% accepting VR as an alternative to in-person labs, though discomfort (66%) and non-headset use (54%) were reported.

Conclusions:

  • The informational content of VR videos was deemed adequate by students.
  • Improvements in video quality (camera stability, editing) and VR hardware (headset comfort) are crucial.
  • Addressing technical and comfort issues could significantly enhance the efficacy of VR for remote laboratory education.