Assessment of STEM e-Learning in an Immersive Virtual Reality (VR) Environment

dc.contributor.authorRogers, Christian B.
dc.contributor.authorEl-Mounayri, Hazim
dc.contributor.authorWasfy, Tamer
dc.contributor.authorSatterwhite, Jesse
dc.contributor.departmentComputer and Information Science, School of Scienceen_US
dc.date.accessioned2018-12-07T15:48:26Z
dc.date.available2018-12-07T15:48:26Z
dc.date.issued2018
dc.description.abstractThis paper shows the early research findings of utilizing a virtual reality environment as an educational tool for the operation of a computerized numerical control (CNC) milling machine. Based off of previous work, the Advanced Virtual Machining Lab (AVML), this project features an environment in which a virtual CNC machine is fully operable, designed to allow STEM students and training professionals to learn the use of the CNC machine without the need to be in a physical lab. Users operate in the virtual environment using an immersive virtual reality headset (i.e. Oculus Rift) and standard input devices (i.e. mouse and keyboard), both of which combined make for easy movement and realistic visuals. On-screen tutorials allow users to learn about what they need to do to operate the machine without the need for outside instruction. While designing and perfecting this environment has been the primary focus of this project thus far, the research goal is to test the ease of use and the pedagogical effectiveness of the immersive technology as it relates to education in STEM fields. Initial usability studies for this environment featured students from a CAD/CAM-Theory and Advanced Applications (ME 54600) course at a Midwestern urban institution. Results from the study were tabulated with a survey using a four-point Likert scale and several open-ended questions. Findings from the survey indicated that the majority of users found the environment realistic and easy to navigate, in addition to finding the immersive technology to be beneficial. Many also indicated that they felt comfortable navigating the environment without the need for additional assistance from the survey proctors. Full details on the usability study, including data and discussion, can be found in this paper. The general consensus from the study was that, while some features needed refinement, the immersive environment helped them learn about the operation of a CNC machine. An additional comparative study will be undertaken to evaluate pedagogical effectiveness.en_US
dc.eprint.versionAuthor's manuscripten_US
dc.identifier.citationRogers, C., El-Mounaryi, H., Wasfy, T., & Satterwhite, J. (2018). Assessment of STEM e-Learning in an Immersive Virtual Reality (VR) Environment. The ASEE Computers in Education (CoED) Journal, 8(4). Retrieved from http://asee-coed.org/index.php/coed/article/view/12en_US
dc.identifier.urihttps://hdl.handle.net/1805/17939
dc.language.isoenen_US
dc.publisherASEEen_US
dc.relation.journalASEE Computers in Educationen_US
dc.rightsPublisher Policyen_US
dc.sourceAuthoren_US
dc.subjectmanufacturingen_US
dc.subjectCNCen_US
dc.subjectvirtual realityen_US
dc.titleAssessment of STEM e-Learning in an Immersive Virtual Reality (VR) Environmenten_US
dc.typeArticleen_US
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