This paper documents a student-led Virtual Reality (VR) content creation proof of concept funded as a Research Experiences for Undergraduates (REU) supplement to an existing NSF-funded project. The original NSF project focused on faculty professional development using a community of practice model to foster the integration off-the-shelf VR contents in introductory STEM courses with the aim to enhance student engagement and improve STEM educational outcomes. A critical barrier identified amid the project was the lack of pedagogically sound, learner centered VR contents for the field of study in electrical and computer engineering (ECE). This REU project was then initiated by two motivated students who were enrolled in the redesigned, VR-integrated introductory ECE course, i.e., ECE90 - Principles of Electrical Circuits. Disappointed by the 3rd-party VR content they experienced, they went on teaching themselves VR content creation using the Unity game engine and C# programming language, developed a VR prototype (entitled MetavoltVR), and conducted user experience evaluation and learning assessment with peer students in ECE. As a proof of concept, this paper explored how student-led development of VR content and experience might offer a solution to a common obstacle faced by many STEM educators who are interested in exploring VR, which is the lack of readily adoptable VR content. This study contributes to better understanding the role and impacts of learner-as-creator/co-creator in engaging student learning in educational technology-integrated learning environments.
http://orcid.org/0009-0001-5179-8783
California State University, Fresno
[biography]
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