How Will VR Enter University Classrooms? Multi-stakeholders Investigation of VR in Higher Education
Abstract
VR has received increased attention as an educational tool and many argue it is destined to influence educational practices, especially with the emergence of the Metaverse. Most prior research on educational VR reports on applications or systems designed for specified educational or training objectives. However, it is also crucial to understand current practices and attitudes across disciplines, having a holistic view to extend the body of knowledge in terms of VR adoption in an authentic setting. Taking a higher-level perception of people in different roles, we conducted a qualitative analysis based on 23 interviews with major stakeholders and a series of participatory design workshops with instructors and students. We identified the stakeholders who need to be considered for using VR in higher education, and highlighted the challenges and opportunities critical for VR current and potential practices in the university classroom. Finally, we discussed the design implications based on our findings. This study contributes a detailed description of current perceptions and considerations from a multi-stakeholder perspective, providing new empirical insights for designing novel VR and HCI technologies in higher education.
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Jin et al. argued that although university students wanted VR adoption when learning to increase social presence, utilizing VR in higher education is still challenging due to the inaccessibility caused by its high price.
“Jin et al. [36] argued that although university students wanted VR adoption when learning to increase social presence, utilizing VR in higher education is still challenging due to the inaccessibility caused by its high price.”
From The Promise and Peril of ChatGPT in Higher Education: Opportunities, Challenges, and Design Implications (2024) · cites this paper as [36]
Recent CHI studies demonstrate the strong effects of social presence of working or learning in the metaverse.
“Among recent CHI studies [36, 68, 95, 96] that demonstrate the strong effects of social presence of working or learning in the metaverse”
From The Promise and Peril of ChatGPT in Higher Education: Opportunities, Challenges, and Design Implications (2024) · cites this paper as [36]
Cites
Wireality: Enabling Complex Tangible Geometries in Virtual Reality with Worn Multi-String Haptics
Fang, C., Zhang, Y., Dworman, M., & Harrison, C. (2020) · Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems · doi:10.1145/3313831.3376470 · Cited by 149 · see citing works
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Park, H., & Ahn, D. (2024) · Proceedings of the CHI Conference on Human Factors in Computing Systems · doi:10.1145/3613904.3642785 · Cited by 84 · see citing works
Meiners, A.-L., Yildiz, Z., Gerling, K., Alexandrovsky, D., & Biernacka, K. (2026) · ACM Transactions on Accessible Computing · doi:10.1145/3814957
- Authors
- Jin, Q., Liu, Y., Yarosh, S., Han, B., & Qian, F.
- Affiliations
- University of Minnesota (US)
- George Mason University (US)
- Venue
- CHI Conference on Human Factors in Computing Systems
- Publisher
- ACM
- Published
- 2022-04-29
- Pages
- 1-17
- OpenAlex
- W4224986287
- Cited by
- 77
- References
- 1
- Citations by year
- 2026: 9 · 2025: 20 · 2024: 27 · 2023: 18 · 2022: 3
- FWCI
- 13.60
- Type
- conference paper
- Language
- en
- Open access
- closed
- Locations
- CHI Conference on Human Factors in Computing Systems (publishedVersion)
- Funders
- NSF (National Science Foundation) (CNS-2106090, CNS-2128489, CNS-1915122)
- Topics
- Physical Sciences › Computer Science › Human-Computer Interaction › Virtual Reality Applications and Impacts
- Physical Sciences › Computer Science › Computer Vision and Pattern Recognition › Augmented Reality Applications
- Physical Sciences › Computer Science › Information Systems › Education and Learning Interventions
- Keywords
- virtual reality in education, higher education, university classrooms, stakeholder perspectives, metaverse, participatory design, educational technology design
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