Students as evaluators of learning objects in virtual reality: usability and technical and aesthetic valuation
DOI:
https://doi.org/10.21556/edutec.2025.93.4069Keywords:
Virtual Reality, System Usability Scale, Performance, Higher Education, Academic PerformanceAbstract
Virtual Reality (VR) is emerging as a key tool in education, transforming both teaching methods and learning experiences. This study examines its impact through an experimental investigation involving 554 university students who interacted with VR-based learning objects. Usability, technical quality, aesthetics, and effectiveness in information acquisition were assessed. The results indicate high usability levels, with scores exceeding those reported in previous studies, as measured by the System Usability Scale (SUS). Version 1 of the VR objects, which included additional elements such as music and stimulus variation, received higher ratings than Version 2, particularly in terms of educational and social utility. While both versions were positively evaluated, Version 1 demonstrated a significantly greater impact on academic performance and student attitudes. Interaction with the VR objects substantially facilitated knowledge acquisition, highlighting the transformative potential of this technology. In conclusion, VR significantly enhances the educational experience and fosters a positive attitude toward learning, thus supporting its integration into academic curricula. These findings endorse the use of VR as an innovative and effective resource to enrich traditional teaching methods.
Funding
Ministry of Science and Innovation
PID2022-136430OB-I00
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References
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