The Effect of a Virtual Reality Resource on the Engagement and Learning Experience of First-year Engineering Students
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In a world full of innovative teaching methods and ever advancing technology, conventional education models and systems are no longer as effective as they were in the past. Providing first-year engineering students with high quality learning activities that demand the full use of their senses has become primordial in preparing them for the challenges of the future. To achieve this goal, Tec de Monterrey has implemented its new education model which focuses on four main pillars: challenge-based learning (CBL), flexibility in when and where the learning experience takes place, inspiring faculty, and memorable student experience. In this study, a pilot for an immersive experience which focuses on these previous aspects of the education model is presented along with the results obtained. This study explores the effect of the use of Virtual Reality (VR) resources on the learning process and engagement of first-year engineering students. This work follows a mixed-methods approach, involving both qualitative and quantitative information of the analyzed population. The first stage of the study involved a pilot test with a group of students that used a VR headset to immerse themselves in the "Tec Time Travellers"experience. In this experience, the participants were challenged with a time traveling mission by famous engineer and scientist Nikola Tesla to research and recover vital pieces of information from three different time eras of the university: the past, the present, and the future. At the end of each segment and to clear the mission, the participants responded to a question regarding the topics covered. Answering correctly allowed them to advance to the next time era, and failure to do so trapped them in time. After using the VR resource, students responded to a perception survey. The results showed that the use of VR technology has a positive effect in the learning experience and students' engagement when compared with traditional methods. Motivation, enjoyment, curiosity, and intuitiveness were some of the behaviors developed during the activity. Best practices, lessons learned and improvements were identified to be implemented in the final version of the VR resource for the full class of freshmen at our campuses nationwide. © 2023 Owner/Author.
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