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As a passionate User Experience Design student at Loughborough University, I have developed my UX research, empathy, critical thinking, and usability skills. My expertise is in prototyping, creative problem solving, and analytical thinking. My go to platform is Figma.

The Impact of VR on Social Presence and Engagement in Education

Introduction:

The COVID-19 pandemic highlighted the urgent need for engaging alternatives to in-person education. With advancements in technology, Virtual Reality (VR) emerged as a potential solution. Inspired by research on social presence in virtual environments (Lege, 2024) and classroom layouts (Hanaysha et al., 2023), this project explores the impact of VR classroom design on student engagement and social presence. Qualitative user interviews revealed a preference for cluster layouts to facilitate collaboration. This is shown below.

Cluster Layout Representation
Fig.1. Cluster Layout Room Representation

This investigation is guided by three key research questions:

  1. What are the user needs and requirements regarding classroom layouts in VR settings?
  2. How does room layout affect social presence in VR within educational contexts?
  3. How does room layout affect engagement in VR within educational contexts?

Methodology

The prototype design process followed the five phases of design thinking:

  1. Empathize: Qualitative user interviews (n=9) addressed knowledge gaps from the literature review. Thematic analysis was chosen due to the data type and sample size.
  2. Define: Based on interview findings, two prototypes were designed: the Microsoft Teams prototype and another created on FrameVR, inspired by meeting rooms in the design school. The image is attached below.
  3. Ideate: This phase involved planning the user testing tasks and procedures.
  4. Prototype: High-fidelity prototypes were created using the Neo Office template on FrameVR.
  5. Test: A pilot test identified technical issues, leading to remote testing due to microphone problems.
The 2 different prototypes: Microsoft Teams Meeting and The FrameVR Prototype which is a meeting room with a table in the center with 6 seats and a whiteboard on the right hand wall.
Fig.2. The Microsoft Teams and FrameVR Prototypes

User testing involved quantitative scoring of 36 statements per prototype (1-5 scale) and qualitative exit interviews. Quantitative data was analyzed using SPSS. A within-subject design alternated prototype order to minimize knowledge transfer effects. The 21 participants were current university students or recent graduates, with 2 having also participated in the qualitative user interviews. The statements are shown below and ‘my partner’ was replaced with ‘the group’ given that these were group sessions.

The 36 statements which are divided into 6 measures per each measure.
Fig.3. Social Presence Questionnaire

The number of the participants was calculated to be 34, although given the time constraints and the availability of participants, only 21 participants were recruited for the user testing as mentioned above. The screenshot of the GPower tool which was used to calculate the number of participants is shown below.

GPower tool calculation
Fig.4. GPower Tool Calculation

Results & Observation

The social presence questionnaire revealed intriguing findings. Of the six measures assessed (each with six corresponding statements), four showed significant differences between the Microsoft Teams and FrameVR prototypes. Contrary to initial expectations based on the literature review and qualitative user interviews, the Microsoft Teams prototype scored higher on these measures. This could be attributed to participants’ familiarity with the platform and the ability to see each other’s video feeds, fostering a sense of connection. These measures were; Co-Presence, Perceived Affective Understanding, Perceived Emotional Interdependence, and Perceived Behavioral Interdependence. The results are shown below in 2 images.

Fig.5. 3 of the 4 results
Fig.6. 1 of the 4 results

However, observations during the VR prototype testing suggest untapped potential. Participants exhibited genuine engagement and interaction within the virtual environment. It’s possible that incorporating VR headsets and enabling the display of facial expressions in the VR world could further enhance social presence, potentially surpassing even the scores of the familiar Microsoft Teams environment.

Furthermore, the provision of a virtual whiteboard sparked increased engagement in three out of five group sessions, highlighting the importance of interactive tools in fostering collaboration within VR learning spaces. An example of this is shown below.

One of the people is standing in front of the whiteboard, drawing something on it while talking about a movie they saw. The other 3 people are standing near her and watching her draw while she is talking.
Fig.7. Whiteboard usage example from group 3’s user testing session

Statistical analysis of the six social presence measures was conducted using paired samples t-tests and Wilcoxon Signed-Rank tests to assess the significance of the observed differences between the two prototypes.

References

  1. Barreda-Ángeles, M., Horneber, S., & Hartmann, T. (2023). Easily applicable social virtual reality and social presence in online higher education during the covid-19 pandemic: A qualitative study. Computers & Education: X Reality, 2, 100024. https://doi.org/10.1016/J.CEXR.2023.100024
  2. Hanaysha, J. R., Shriedeh, F. B., & In’airat, M. (2023). Impact of classroom environment, teacher competency, information and communication technology resources, and university facilities on student engagement and academic performance. International Journal of Information Management Data Insights, 3(2), 100188. https://doi.org/10.1016/J.JJIMEI.2023.100188
  3. Harms, C., & Biocca, & A. (2004). Internal consistency and reliability of the networked minds social presence measure.
  4. Lege, R. (2024). A social presence benchmark framework for extended reality (XR) technologies. Computers & Education: X Reality, 4, 100062. https://doi.org/10.1016/J.CEXR.2024.100062