EduVR Collab: A tool for management immersive collaborative learning

Authors

DOI:

https://doi.org/10.5753/jis.2025.4276

Keywords:

virtual reality, technology-enhanced learning, learning analytics, immersive learning, multi-user

Abstract

Improving education through virtual reality is challenging due to the high costs of developing systems and the lack of teacher engagement in project conception. This project introduces and evaluates a system that enables teachers to create their own lessons in virtual reality without prior programming knowledge, addressing these challenges. By integrating Learning Management tools, Learning Analytics, and Multi-user Connection Servers, we developed a system that allows multiple users to coexist in the same virtual environment and perform various tasks. Our system also enables educators to evaluate students based on their behavior. In EduVR, teachers can configure activities in advance and retrieve results. Heuristic evaluations of EduVR’s integrated environment design have demonstrated its potential as a model for developing new educational platforms, setting a new standard for virtual reality educational systems.

Downloads

Download data is not yet available.

References

Armbruster, P., Patel, M., Johnson, E., and Weiss, M. (2009). Active learning and student-centered pedagogy improve student attitudes and performance in introductory biology. CBE—Life Sciences Education, 8(3):203–213. DOI: https://doi.org/10.1187/cbe.09-03-0025.

Back, T., Tinga, A., Nguyen, P., and Louwerse, M. (2020). Benefits of immersive collaborative learning in cave-based virtual reality. 17. DOI: https://doi.org/10.1186/s41239-020-00228-9.

Bakkes, S., Tan, C. T., and Pisan, Y. (2012). Personalised gaming: a motivation and overview of literature. In Proceedings of the 8th Australasian Conference on Interactive Entertainment: Playing the System, pages 1–10. DOI: https://doi.org/10.1145/2336727.2336731.

Brown, C., Bhutra, G., Suhail, M., Xu, Q., and Ragan, E. D. (2017). Coordinating attention and cooperation in multi-user virtual reality narratives. In 2017 IEEE Virtual Reality (VR), pages 377–378. IEEE.

Clow, D. (2013). An overview of learning analytics. Teaching in Higher Education, 18(6):683–695.

Cooper, A. (2014). Learning analytics interoperability—the big picture in brief. Learning Analytics Community Exchange.

Crisol-Moya, E., Romero-López, M. A., and Caurcel-Cara, M. J. (2020). Active methodologies in higher education: perception and opinion as evaluated by professors and their students in the teaching-learning process. Frontiers in Psychology, 11:1703.

Dichev, C. and Dicheva, D. (2017). Gamifying education: what is known, what is believed and what remains uncertain: a critical review. International Journal of Educational Technology in Higher Education, 14(1):1–36.

Freeman, S., Eddy, S. L., McDonough, M., Smith, M. K., Okoroafor, N., Jordt, H., and Wenderoth, M. P. (2014). Active learning increases student performance in science, engineering, and mathematics. Proceedings of the National Academy of Sciences, 111(23):8410–8415.

Freitas, S., Rebolledo-Mendez, G., Liarokapis, F., Magoulas, G., and Poulovassilis, A. (2010). Learning as immersive experiences: Using the four-dimensional framework for designing and evaluating immersive learning experiences in a virtual world. British Journal of Educational Technology, 41:69–85. DOI: https://doi.org/10.1111/j.1467-8535.2009.01024.x.

Gierl, M. J., Bulut, O., Guo, Q., and Zhang, X. (2017). Developing, analyzing, and using distractors for multiple-choice tests in education: A comprehensive review. Review of Educational Research, 87(6):1082–1116.

Gorisse, G., Christmann, O., Amato, E. A., and Richir, S. (2017). First-and third-person perspectives in immersive virtual environments: presence and performance analysis of embodied users. Frontiers in Robotics and AI, 4:33. DOI: https://doi.org/10.3389/frobt.2017.00033.

Guo, X., Kumar Nerella, K., Dong, J., Qian, Z., and Chen, Y. (2024). Understanding pitfalls and opportunities of applying heuristic evaluation methods to VR training systems: An empirical study. International Journal of Human–Computer Interaction, 40(9):2168–2184. DOI: https://doi.org/10.1080/10447318.2022.2161238.

Howard, M. C. and Van Zandt, E. C. (2021). A meta-analysis of the virtual reality problem: Unequal effects of virtual reality sickness across individual differences. Virtual Reality, 25(4):1221–1246. DOI: https://doi.org/10.1007/s10055-021-00524-3.

Jerald, J., LaViola Jr, J. J., and Marks, R. (2017). VR interactions. In ACM SIGGRAPH 2017 Courses, pages 1–105. DOI: https://doi.org/10.1145/3084873.3084900.

Johansson, M. and Roupé, M. (2022). VR in construction–multi-user and multi-purpose. In Proceedings of the 22nd International Conference on Construction Applications of Virtual Reality (CONVR 2022), volume 22, pages 248–259.

Jung, S., Wu, Y., McKee, R., and Lindeman, R. W. (2022). All shook up: The impact of floor vibration in symmetric and asymmetric immersive multi-user VR gaming experiences. In 2022 IEEE Conference on Virtual Reality and 3D User Interfaces (VR), pages 737–745. IEEE. DOI: https://doi.org/10.1109/VR51125.2022.00095.

Khaldi, A., Bouzidi, R., and Nader, F. (2023). Gamification of e-learning in higher education: a systematic literature review. Smart Learning Environments, 10(1):10.

Kim, H., Nah, S., Oh, J., and Ryu, H. (2019). VRMOOCs: A learning management system for VR education. In 2019 IEEE Conference on Virtual Reality and 3D User Interfaces (VR), pages 1325–1326. IEEE. DOI: https://doi.org/10.1109/VR.2019.8798106.

Kirkwood, A. and Price, L. (2014). Technology-enhanced learning and teaching in higher education: what is ‘enhanced’ and how do we know? A critical literature review. Learning, Media and Technology, 39(1):6–36.

Kitson, A., Prpa, M., and Riecke, B. E. (2018). Immersive interactive technologies for positive change: a scoping review and design considerations. Frontiers in Psychology, 9:1354.

Kuznetcova, I., Lin, T.-J., and Glassman, M. (2021). Teacher presence in a different light: Authority shift in multi-user virtual environments. Technology, Knowledge and Learning, 26:79–103. DOI: https://doi.org/10.1007/s10758-020-09438-6.

Laal, M. and Laal, M. (2012). Collaborative learning: what is it? Procedia - Social and Behavioral Sciences, 31:491–495. World Conference on Learning, Teaching Administration - 2011. DOI: https://doi.org/10.1016/j.sbspro.2011.12.092.

Lang, C., Siemens, G., Wise, A., and Gasevic, D. (2017). Handbook of Learning Analytics. SOLAR, Society for Learning Analytics and Research, New York.

Laurillard, D. (2007). Modelling benefits-oriented costs for technology enhanced learning. Higher Education, 54(1):21–39.

Lim, K. C. (2015). Case studies of xAPI applications to e-learning. In The Twelfth International Conference on eLearning for Knowledge-Based Society, pages 3–1.

Ludvigsen, S. and Mørch, A. (2010). Computer-supported collaborative learning: Basic concepts, multiple perspectives, and emerging trends. The International Encyclopedia of Education, 5:290–296.

Mangaroska, K. and Giannakos, M. (2018). Learning analytics for learning design: A systematic literature review of analytics-driven design to enhance learning. IEEE Transactions on Learning Technologies, 12(4):516–534.

Monk, A., Davenport, L., Haber, J., and Wright, P. (1993). Improving your human-computer interface: A practical technique. Prentice-Hall New York.

Murtza, R., Monroe, S., and Youmans, R. J. (2017). Heuristic evaluation for virtual reality systems. In Proceedings of the Human Factors and Ergonomics Society Annual Meeting, volume 61, pages 2067–2071. SAGE Publications Sage CA: Los Angeles, CA. DOI: https://doi.org/10.1177/1541931213602000.

Nielsen, J. (1992). Finding usability problems through heuristic evaluation. In Proceedings of the SIGCHI Conference on Human Factors in Computing Systems, pages 373–380. DOI: https://doi.org/10.1145/142750.142834.

Pakanen, M., Alavesa, P., Van Berkel, N., Koskela, T., and Ojala, T. (2022). “Nice to see you virtually”: Thoughtful design and evaluation of virtual avatars of the other user in AR and VR-based telexistence systems. Entertainment Computing, 40:100457. DOI: https://doi.org/10.1016/j.entcom.2021.100457.

Pan, Z., Cheok, A. D., Yang, H., Zhu, J., and Shi, J. (2006). Virtual reality and mixed reality for virtual learning environments. Computers & Graphics, 30(1):20–28.

Pane, J. F., Steiner, E. D., Baird, M. D., and Hamilton, L. S. (2015). Continued Progress: Promising Evidence on Personalized Learning. RAND Corporation, Santa Monica, CA. DOI: https://doi.org/10.7249/RR1365.

Pathania, M., Mantri, A., Kaur, D. P., Singh, C. P., and Sharma, B. (2021). A chronological literature review of different augmented reality approaches in education. Technology, Knowledge and Learning, pages 1–18.

Paulsen, L., Dau, S., and Davidsen, J. (2024). Designing for collaborative learning in immersive virtual reality: a systematic literature review. Virtual Reality, 28(1):63. DOI: https://doi.org/10.1007/s10055-024-00975-4.

Philippe, S., Souchet, A. D., Lameras, P., Petridis, P., Caporal, J., Coldeboeuf, G., and Duzan, H. (2020). Multimodal teaching, learning and training in virtual reality: a review and case study. Virtual Reality & Intelligent Hardware, 2(5):421–442.

Säljö, R. (1979). Learning about learning. Higher Education, 8(4):443–451.

Schild, J., Flock, L., Martens, P., Roth, B., Schünemann, N., Heller, E., and Misztal, S. (2019). Epicsave lifesaving decisions–a collaborative VR training game sketch for paramedics. In 2019 IEEE Conference on Virtual Reality and 3D User Interfaces (VR), pages 1389–1389. IEEE. DOI: https://doi.org/10.1109/VR.2019.8798365.

Schild, J., Misztal, S., Roth, B., Flock, L., Luiz, T., Lerner, D., Herkersdorf, M., Weaner, K., Neuberaer, M., Franke, A., et al. (2018). Applying multi-user virtual reality to collaborative medical training. In 2018 IEEE Conference on Virtual Reality and 3D User Interfaces (VR), pages 775–776. IEEE. DOI: https://doi.org/10.1109/VR.2018.8446160.

Schroeder, R. (2001). The Social Life of Avatars: Presence and Interaction in Shared Virtual Environments. Springer Science & Business Media.

Schultze, U. (2010). Embodiment and presence in virtual worlds: a review. Journal of Information Technology, 25(4):434–449. DOI: https://doi.org/10.1057/jit.2009.25.

Secretan, J., Wild, F., and Guest, W. (2019). Learning analytics in augmented reality: Blueprint for an AR/xAPI framework. In 2019 IEEE International Conference on Engineering, Technology and Education (TALE), pages 1–6. IEEE.

Spittle, B., Frutos-Pascual, M., Creed, C., and Williams, I. (2022). A review of interaction techniques for immersive environments. IEEE Transactions on Visualization and Computer Graphics.

Steuer, J. (1992). Defining virtual reality: Dimensions determining telepresence. Journal of Communication, 42(4):73–93. Future Generation Computer Systems, 94:302–316.

Sutcliffe, A. and Gault, B. (2004). Heuristic evaluation of virtual reality applications. Interacting with Computers, 16(4):831–849. DOI: https://doi.org/10.1016/j.intcom.2004.05.001.

Tanaka, E. H., de Almeida, L., de Freitas Gouveia, G. S., Clerici, R. P. S., Alves, A. H. F., and de Oliveira, R. R. (2023). A collaborative, immersive, virtual reality environment for training electricians. Journal on Interactive Systems, 14(1):59–71. DOI: https://doi.org/10.5753/jis.2023.2685.

Tuparov, G., Keremedchiev, D., Tuparova, D., and Stoyanova, M. (2018). Gamification and educational computer games in open-source learning management systems as a part of assessment. In 2018 17th International Conference on Information Technology Based Higher Education and Training (ITHET), pages 1–5. DOI: https://doi.org/10.1109/ITHET.2018.8424768.

Viol, R. S., Fernandes, P. C., Lacerda, I. I., Melo, K. G. F., Nunes, A. J. D. A., Pimenta, A. S. G. a. M., Carneiro, C. M., Silva, M. C., and Delabrida, S. (2023). EduVR: Towards an evaluation platform for user interactions in personalized virtual reality learning environments. In Proceedings of the XXII Brazilian Symposium on Human Factors in Computing Systems, IHC ’23, New York, NY, USA. Association for Computing Machinery. DOI: https://doi.org/10.1145/3638067.3638131.

Wang, C. and Huang, L. (2021). A systematic review of serious games for collaborative learning: Theoretical framework, game mechanics, and efficiency assessment. International Journal of Emerging Technologies in Learning (iJET), 16:88. DOI: https://doi.org/10.3991/ijet.v16i06.18495.

Wharton, C., Rieman, J., Lewis, C., and Polson, P. (1994). The cognitive walkthrough method: A practitioner’s guide. In Usability Inspection Methods, pages 105–140. DOI: https://doi.org/10.5555/189200.189214.

Wienrich, C., Schindler, K., Döllinger, N., Kock, S., and Traupe, O. (2018). Social presence and cooperation in large-scale multi-user virtual reality: The relevance of social interdependence for location-based environments. In 2018 IEEE Conference on Virtual Reality and 3D User Interfaces (VR), pages 207–214. IEEE. DOI: https://doi.org/10.1109/VR.2018.8446575.

Zanker, J. and Harris, J. (2002). On temporal hyperacuity in the human visual system. Vision Research, 42(22):2499–2508. DOI: https://doi.org/10.1016/S0042-6989(02)00301-2.

Zheng, L., Xie, T., and Liu, G. (2018). Affordances of virtual reality for collaborative learning. In 2018 International Joint Conference on Information, Media and Engineering (ICIME), pages 6–10. DOI: https://doi.org/10.1109/ICIME.2018.00011.

Ángel Serrano-Laguna, Martínez-Ortiz, I., Haag, J., Regan, D., Johnson, A., and Fernández-Manjón, B. (2017). Applying standards to systematize learning analytics in serious games. Computer Standards & Interfaces, 50:116–123. DOI: https://doi.org/10.1016/j.csi.2016.09.014.

Downloads

Published

2025-01-01

How to Cite

VIOL, R. S.; FERNANDES, P. C.; LACERDA, I. I.; MELO, K. G. F.; NUNES, A. J. de A.; PIMENTA, A. S. G. M.; CARNEIRO, C. M.; SILVA, M. C.; DELABRIDA, S. EduVR Collab: A tool for management immersive collaborative learning. Journal on Interactive Systems, Porto Alegre, RS, v. 16, n. 1, p. 120–136, 2025. DOI: 10.5753/jis.2025.4276. Disponível em: https://journals-sol.sbc.org.br/index.php/jis/article/view/4276. Acesso em: 9 jan. 2025.

Issue

Section

Regular Paper