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Creating Virtual Reality and Augmented Reality development in classroom: Is it a hype?

EasyChair Preprint no. 1779

6 pagesDate: October 26, 2019


The fast-growing of the number of high-performance computer processor and hand-held devices have paved the way for the development of Virtual Reality and Augmented Reality, especially in the educational sector. The question of whether students can adopt these new technologies is not fully addressed. Answering this question thus plays an essential role for instructors and course designers. The objectives of this study are: (1) to investigate the feasibility of the Virtual Reality/Augmented Reality development for undergraduate students, and (2) to highlight some practical challenges when creating and sharing Virtual Reality and Augmented Reality applications from student's perspective. Study design for the coursework was given with detail. During a 16-week-long, 63 Virtual Reality/Augmented Reality applications were created from a variety of topics and various development tools. 43 survey questions are prepared and administered to students for each phase of the projects to address technical difficulties. The exploration method was used for data analysis.

Keyphrases: Augmented Reality, technology adoption, Unity3D, user study, Virtual Reality

BibTeX entry
BibTeX does not have the right entry for preprints. This is a hack for producing the correct reference:
  author = {The Vinh Nguyen and Kwanghee Jung and Tommy Dang},
  title = {Creating Virtual Reality and Augmented Reality development in classroom: Is it a hype?},
  howpublished = {EasyChair Preprint no. 1779},

  year = {EasyChair, 2019}}
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