Virtual reality (VR) laboratories offer a promising alternative to physical labs, particularly for developing laboratory techniques and enhancing hands-on education. However, most existing research has primarily focused on assessing VR labs' effectiveness in teaching specific concepts and skills. A recent review identified a significant gap in understanding students' learning experiences in VR labs through a theoretical lens. Most prior studies often concentrate on design outcomes and neglect how learning in VR labs shapes student experiences.
This qualitative study explores students' experiences in VR laboratories through the lens of experiential learning theory (ELT). The ELT defines learning as the “transformation of experience,” making it a well-suited theory for investigating students' experiences in VR laboratory environments for learning. By adopting a theory-driven approach, we address the lack of studies that evaluate VR lab learning experiences through experiential learning framework. Our research question is: "What are students’ experiences when using VR labs for learning?"
The study is based on students' experiences in 5 VR laboratories in a biomedical engineering course. We conducted and analyzed semi-structured interviews of 6 students to gain insights into students' experiences in VR labs. The interview protocol was based on Kolb’s experiential learning cycle. We employed a hybrid analysis approach, beginning with deductive analysis based on Kolb’s cycle, followed by inductive analysis to uncover additional experiences beyond the theoretical framework. This analytical approach allowed us to better understand students' experiences without limiting our findings to predefined categories.
Preliminary analysis reveals that students’ experiences in VR labs do not follow Kolb's cycle in a linear sequence. Instead, they exhibit a fluid movement across different stages of the cycle. Although VR laboratories are designed to facilitate experiential learning, students reported the virtual experience to be lacking in reflective opportunities. Rather than isolating VR labs as standalone experiences, students described them as integrated with classroom sessions to create a more holistic learning environment. These findings suggest that the design of VR lab experiences should go beyond simple implementation and consider pedagogical integration. Future work will propose a framework for experiential learning in VR labs and best practices for effective VR-based education.
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