With the increasing accessibility of virtual reality (VR) technology, its potential for enhancing classroom learning has gained attention. While its use in higher education is still in its experimental stage, particularly at the college level, preliminary research suggests that VR can improve student learning outcomes. In aerospace engineering, VR offers unique opportunities for students to interact with complex, large-scale aerospace systems, visualize three-dimensional phenomena, and better comprehend environmental contexts that are otherwise difficult to experience in traditional classroom settings.
This paper presents the design and execution of an experimental course aimed at undergraduate aerospace engineering students to assess the educational impact of VR. Core aerospace engineering concepts are taught through a combination of lectures and lab activities. For each class, a lecture is followed by an activity in VR. In this version of the course, new content and topics are introduced.
To evaluate the effectiveness of VR in the course, a combination of qualitative and quantitative data will be collected. Pre- and post-class surveys will gauge students' knowledge levels, confidence, and satisfaction, while performance on quantitative assessments will measure their understanding of the material. The results from this year’s students will be compared against the results from the previous year, in which half of the data was collected from non-VR users. The comparison between this year’s fully VR students and the non-VR users from last year will uncover insights about the course’s effectiveness. This study continues the work on assessing VR use for aerospace education to inform future efforts and offer insights for educators considering adopting this technology.
The full paper will be available to logged in and registered conference attendees once the conference starts on June 22, 2025, and to all visitors after the conference ends on June 25, 2025