Immersive Learning with Virtual Field Visits: Spherical Video-Based Virtual Reality of Factory Environments.

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Bibliographic Details
Title: Immersive Learning with Virtual Field Visits: Spherical Video-Based Virtual Reality of Factory Environments.
Authors: Netland, Torbjørn1 (AUTHOR) tnetland@ethz.ch, Lorenz, Rafael1 (AUTHOR) lorenzr@ethz.ch, Kwasnitschka, Daniel1 (AUTHOR) dkwasnitschka@ethz.ch, Senoner, Julian1 (AUTHOR) jsenoner@ethz.ch, Gróf, Clemens1 (AUTHOR) clgrof@ethz.ch
Source: INFORMS Transactions on Education. May2024, Vol. 24 Issue 3, p259-270. 12p.
Subject Terms: *Gamification, *Student assignments, *Virtual reality in education, Operations management, Mixed reality
Abstract: The authors develop, use, and evaluate a spherical video-based virtual reality (SVVR) app for teaching operations management. The app contains a 360-degree photo-realistic copy of real factory environments with blended information and gamified exercises. To solve a learning assignment, students virtually immerse themselves in the factory using the app on their smartphones with virtual reality headsets, tablets, or computers. The authors developed the SVVR app together with an industrial partner, implemented it in a graduate-level course on production and operations management, and evaluated it by drawing on app user data, assignment grade scores, and an evaluation survey. The results show that students reported an overall positive learning experience and that students who engaged more in the SVVR app performed better on the assignment. This paper contributes to the literature on SVVR with evidence of the learning effects of SVVR in an operations management curriculum. It provides an example of how SVVR enables virtual factory visits, integrates gamification elements, and can be integrated into teaching. Funding: This work was supported by the ETH Zurich Innovedum. [ABSTRACT FROM AUTHOR]
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Abstract:The authors develop, use, and evaluate a spherical video-based virtual reality (SVVR) app for teaching operations management. The app contains a 360-degree photo-realistic copy of real factory environments with blended information and gamified exercises. To solve a learning assignment, students virtually immerse themselves in the factory using the app on their smartphones with virtual reality headsets, tablets, or computers. The authors developed the SVVR app together with an industrial partner, implemented it in a graduate-level course on production and operations management, and evaluated it by drawing on app user data, assignment grade scores, and an evaluation survey. The results show that students reported an overall positive learning experience and that students who engaged more in the SVVR app performed better on the assignment. This paper contributes to the literature on SVVR with evidence of the learning effects of SVVR in an operations management curriculum. It provides an example of how SVVR enables virtual factory visits, integrates gamification elements, and can be integrated into teaching. Funding: This work was supported by the ETH Zurich Innovedum. [ABSTRACT FROM AUTHOR]
ISSN:15320545
DOI:10.1287/ited.2022.0067