Research Goal

The aim of the project is to develop immersive virtual reality learning environments for critical infrastructure. To this end, three studies are being conducted over the course of the project.

 

Study 1: VR Railway Bridge

In collaboration with the Department of Civil Engineering, the learning environment VR Railway Bridge was developed. Using laser scanning methods, a 3D model of a railway bridge was created and integrated into an interactive learning environment with the help of a game engine. The developed environment was evaluated in an empirical study involving 64 participants. The research focused on authenticity, interest development, cognitive load, and usability. In addition, publications were produced on instructional design.

Study 2: VR Wastewater Treatment Plant

In cooperation with the Chair of Urban Water Management and Waste Technology, the learning environment VR Wastewater Treatment Plant was developed. For this purpose, 360° videos of a treatment plant were recorded and integrated into an interactive learning environment using a game engine. As part of the study, more than 100 students in Bavaria and Saxony-Anhalt have already used the VR Wastewater Treatment Plant for learning. The study primarily investigates the effect of instructional support measures on knowledge acquisition.

Study 3: Learning Environment – Digital Twin

In collaboration with the Chair of Structural Concrete, a VR learning environment on the topic of digital twins is being developed using the example of the Isen Bridge in Schwindegg. For this purpose, 360° images are being integrated into an interactive learning environment using software designed for creating 3D environments. The empirical study will focus on scaffolding and cueing, cognitive load, learning effectiveness, and user acceptance. The development of the learning environment is already in its final stages and is scheduled for completion by the end of the year.

Publications from the Project

Here is a selection of publications that have emerged from the project:

Eisenlauer, V., & Sosa, D. (2022). Pedagogic meaning-making in spherical video-based virtual reality – a case study from the EFL classroom. Designs for Learning. 14 (1), 129-136. https://doi.org/10.16993/dfl.191

Eisenlauer, V., Warneke, V., Fink, M. C., & Ertl, B. (2023). Exploring the effectiveness of a spherical video-based VR intervention for test anxiety in an English as a foreign language setting. In J. Slotta, L. Charles, & A. Breuleux (Eds.), Proceedings of the 17th International Conference of the Learning Sciences - ICLS 2023. International Society of the Learning Sciences. https://doi.org/10.22318/icls2023.407063

Fink, M. C., Eisenlauer, V., Sosa, D., & Ertl, B. (in press). What variables are connected with system usability and satisfaction? Results from an educational virtual reality field trip. Computers & Education: X Reality.

Fink, M. C., Eisenlauer, V., & Ertl, B. (2023). Projektbasierte Entwicklung digitaler Kompetenzen: Ein Einblick in die Erstellung einer Virtual Reality-Lernumgebung. In S. Kaiser & B. Ertl (Eds.), Digitale Mindsets: Chancen und Herausforderungen für Individuum und Organisation (pp. 133-153). Springer Gabler. https://doi.org/10.1007/978-3-658-41104-6_8

Fink, M. C., Eisenlauer, V., Frischbier, D., & Ertl, B. (2023). Zentrale Merkmale immersiver VR-Lernumgebungen: Eine Taxonomie veranschaulicht anhand von drei Beispielen. In B. Zinn (Ed.), Virtual, Augmented und Cross Reality in der beruflichen Aus- und Weiterbildung (pp. 13-43). Steiner Verlag.

Fink, M. C., Sosa, D., Eisenlauer, V., & Ertl, B. (2023). Authenticity and interest in virtual reality: Findings from an experiment including educational virtual environments created with 3D modeling and photogrammetry. Frontiers in Education, 8, Article 969966. https://doi.org/10.3389/feduc.2023.969966