Singapore Institute of Technology
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Improving Immersive Virtual Reality Training of Bioreactor Operations using Gamification

conference contribution
posted on 2023-09-29, 19:22 authored by Benjamin W.J. KwokBenjamin W.J. Kwok, Adriel Ci Lin Yeo, Adison WongAdison Wong, Liat Wen Bernard LooLiat Wen Bernard Loo, Jeannie S. A. LeeJeannie S. A. Lee

The effectiveness of virtual reality (VR) for learning and training is rooted in its ability to create immersive and interactive environments that simulate real-world experiences. VR was used to complement practical laboratory learning objectives for an industrial single-use bioreactor (SUB) for bio-pharmaceutical undergraduate students In this study, a fictional futuristic VR laboratory was designed with emphasis on the integration of game elements, widely referred to as \textit{gamification}. The simulation facilitates an immersive learning environment through the introduction of a storyline, hints, guides, varying degrees of challenges, and a scoreboard in a safe and contextualised setting. The impact of gamification is then evaluated via a mixed-methods user study, to assess if gamification improved students' theoretical and practical understanding. Overall, the gamified immersive VR laboratory captured higher interest and enhanced learning outcomes and motivation, with resultant test scores comparable to traditional laboratory sessions. Therefore, there is future potential to improve learning and training by providing such immersive and experiential educational experiences for students.

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Journal/Conference/Book title

2023 IEEE International Conference on Teaching, Assessment, and Learning for Engineering (TALE)

Publication date

2023-12-01

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