2025 ASEE Annual Conference & Exposition

Development of a Virtual Reality Game to Enhance Understanding of 3D problems in Engineering Mechanics Statics

Presented at ME Division 6: Innovative Simulation and Extended Reality Techniques

Development of a Virtual Reality Game to Enhance Understanding of 3D problems in Engineering Mechanics Statics
Engineering mechanics statics is a core subject in mechanical engineering curriculums. Mastering these fundamental concepts such as force vectors, equilibrium, moments of inertia, and rigid body, is essential for higher-level mechanical courses. However, students often struggle with visualizing three-dimensional (3D) objects and spatial relationships, which are critical for understanding rigid body mechanics. The increasing use of 2D media on smart devices (iPads) has limited students' abilities to 3D spatial reasoning, creating a need for tools that promote better visualization and interaction with 3D objects.
To address this issue, the current work-in-progress (WIP) focuses on developing a Virtual Reality (VR) game as a teaching tool for engineering mechanics statics. The game immerses students in a 3D virtual environment where they can interact with rigid bodies, forces, vectors, and moments, providing a more tangible and intuitive understanding of these key concepts.
Key Learning Outcomes:
1. Enhanced Spatial Visualization: improve students’ ability to visualize and manipulate 3D vectors, forces, and moments, developing their understanding of vectors in three-dimensional space.
2. Force Representation Mastery: Aid students in grasping how forces and moments are represented and resolved in 3D space, including translating forces and moments to different points.
3. Rigid Body Analysis: Through interactive gameplay, students will apply statics principles to analyze rigid bodies, calculate resultant forces and moments, and evaluate equilibrium conditions.
4. Complex scenarios: The VR game enables students to practice applying theoretical knowledge in progressively complex scenarios, from basic force applications to advanced systems like frames and trusses.
5. Increased Self-Efficacy: The immersive nature of VR aims to boost students’ confidence in resolving forces and moments in 3D space, as evidenced by pre- and post-assessments measuring their understanding and mastery.
The project is divided into four phases:
1. Asset Creation: 3D models of rigid bodies and force vectors are designed using SolidWorks, then integrated into Unity for the development of the VR game.
2. Interactivity and UI Implementation: Unity's XR Interaction Toolkit facilitates the creation of an interactive user interface. The focus is on providing students with an immersive experience where they can explore force trajectories, manipulate objects, and see the impact of their interactions in real-time.
3. Educational Content and Game Development: The game is structured as a supplemental learning tool, with levels corresponding to the core topics of the statics course. A game narrative immerses students in progressively challenging scenarios, reinforcing their understanding of statics principles.
4. Assessment and Future Expansion: In-game assessment tools will measure student comprehension before and after the VR interaction. Feedback will guide the creation of additional content, including more advanced topics such as internal force representation, frames, and complex structures.
The VR game enhances students' understanding of rigid bodies by providing a 360-degree perspective on 3D objects, allowing them to manipulate forces and receive feedback on their effects. The game increases engagement, retention, and the practical application of concepts. This project represents a progressive, interactive approach to teaching engineering mechanics, encouraging improved spatial reasoning, better problem-solving skills, and greater confidence in applying statics principles.

Authors
  1. Mr. Osama Desouky Texas A&M University at Qatar [biography]
Note

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