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INTRODUCTION

This research report focused on the attitude college students had about implementing
virtual reality (VR) technology in university. The purpose of this topic was to gain insight into
the consumer behaviors of college students and seek their opinion on using VR as an alternative
tool for education. The research question this study focused on was, “What kind of educational
potential does virtual reality have amongst college students?” The importance of understanding
college students’ behaviors and actions towards VR spawns from the evolutions in technology
uses in the classroom over the decades. Education can become more advanced with VR,
becoming a commonly used tool for teachers. College students’ attitudes towards VR can impact
the likelihood of its use in universities in the future. Virtual reality is also more engaging than
online options like Zoom because it allows for unique simulations that can be adapted to
different courses. The focus of this research (target market) was college students between the
ages of 18-24. This target market not only fits the age requirement of using VR headsets, but
they are also students who grew up during the development of VR for more public use. This
report contains interviews used as primary research, an analysis of the interviews, common
themes and implications derived from the interviews. The interview section comprises the 15
questions that were asked of participants. In the analysis, the interview responses are broken
down and examined to find common themes, which are discussed in the subsequent section.
These themes are used in the final section to formulate implications of the research conducted.

PRIMARY RESEARCH
Interview Process
Firstly, it was decided that college students were the appropriate target for this study.
This research topic has to do with virtual reality being used for educational purposes, therefore it
was decided to interview college students. To get the most information from the interviews with
students, it was ensured that each group member interviewed a student whose major was not the
same as any other interviewee. This was done in the hopes of receiving diversified answers. 15
questions were then designed to get as much information as possible from each interviewee. The
questions were designed to be open-ended, so the interview candidates had opportunities to

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elaborate on their answers. Questions were chosen that allowed for a complete grasp on what the
students thought about virtual reality, from topics like implementation to finances.
The interview process began by having the group members reach out to a variety of
college students varying in age and major to ask them to participate in an interview. The group
conducted the interviews both virtually and in person. The interviews themselves provided great
information on the opinions that different college students have on virtual reality and its
functions for education. Once all of the interviews were recorded and saved, transcription began.
Transcribing an interview was new to the group members and was rather tedious and time-
consuming to complete. The phone app Voice Record Pro was easy to rewind and slow down the
voice recordings so that no information was left out. Zoom was also a tool that was helpful to use
for interviewing students who did not attend JMU or were unable to be interviewed in person.

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Participants and Research Questions
Table 1: Participants

Interviewee Age Major/College

Bruce Wayne 22 Biotech/JMU

Clark Kent 21 Political Science/JMU

Diana Prince 21 Nursing/JMU

Katy Penny 20 IT/GMU

Covid Johnson 21 Industrial & Systems/VT


Major/VT

Anne Boleyn 22 Health Science and Biology


(Double Major)/JMU

Jason Pascoe 21 Communications/JMU

Phillip Swartz 21 International Business/JMU

Conner Crabtree 21 Marketing/JMU

John Richardson 21 Computer Information


Systems/JMU

Sarah Silverston 21 Interdisciplinary Liberal


Studies/JMU

Amy Adams 21 Religion/JMU

As a group, discussion occurred over the potential positives and negatives of interviewing
different demographic groups within the college communities. The group discussed interviewing
professors or students because of their potential direct involvement with virtual reality
technology. Research shows that colleges around the country are already implementing virtual
reality into their learning curriculum (Schaffhauser, 2019) and it would benefit to collect data
from the market that has the most potential. The target market was chosen due to the fact that
students are the ones learning the information taught by virtual reality.

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This target market was chosen because virtual reality teaching styles tend to be more
advanced and using virtual reality in the classrooms will continue to meet the growing demand
of technology used by Gen Z individuals (Flynn & Frost, 2021).
College students aged between 18 to 24 were chosen due to employers’ high demand in
hiring graduates with up-to-date technological and work knowledge. College students from
various majors can use virtual reality and its different functions to adapt their learning
experience. The age requirement for most virtual reality devices is 13 or older (ProVsCons,
2021). Children are more likely to be harmed by virtual reality devices as it can involve cables,
motion sickness, the size of the headset (not made for children) and can cause more eye damage
than in adults (Oculus Safety Center, 2021). Older adults might not understand how to use VR
devices as it doesn’t come as naturally for them. Best suited for VR are young adults who
partake in gaming, education, and the latest trending technology. This targeted group is also most
similar to the members of this research team, allowing for a more relatable research experience.

Interview Questions
● What teaching style best helps you learn in the classroom? Why?
● How effective do you think learning games in the classroom are for learning? For
example, Kahoot.
● What do you know about virtual reality? (Besides gaming)
● Have you/someone you know ever used Virtual Reality before? What was their
experience like?
● How do you feel about including VR in the classroom setting?
● Would you have any opposition to using VR in the classroom? Please explain.
● What positive/negative impacts do you think VR could have on education and why?
● In what ways do you think VR could be used in the classroom?
● What classes do you think would most benefit from a virtual reality experience?
● If using VR in the classroom involves an extra expense, how do you propose universities
cover this expense? Would this extra expense be worthwhile to you? Why or why not?
● How well do you think Professors can adapt VR technology to their curriculum?
● How frequently do you think VR could be used in a semester? Why not more or why not
less?
● Would you be more excited to learn using VR? Why?
● Do you think that students would focus better using VR classrooms rather than Zoom
during this Pandemic? Please explain.
● Do you think VR is ready for the classroom environment or still needs to develop further
before being implemented? Please explain your reasoning.

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ANALYSES AND RESULTS

Common themes that arose within the interview process were discussed as a team. There
were many interesting themes that occurred within all the interviews, but the most common
themes that will be further discussed are that students are unaware of how virtual reality would
be implemented in the classroom and that they didn't have much experience with it. Another
theme is that students didn’t think the extra expense was worth it to them or the universities. The
final theme was that virtual reality would cause distractions and students would have difficulties
focusing, and that students did not see the educational value of virtual reality in classrooms.
Themes
Theme 1: Students are unaware of virtual reality uses and have little to no experience
A common theme that emerged from all participants during the interviews was that the
interviewees did not know how to implement virtual reality in the classroom, despite all of them
believing VR would be beneficial in their schooling. This is likely because the participants in the
interviews had little or no experience using virtual reality and had never previously thought of
implementing it into the classroom. Students had an anchoring bias that VR was used only for
gaming because that is what virtual reality is most known for. Overcoming this bias would be a
challenge for marketers who seek to sell VR for educational purposes. All the interviewees also
believed VR would only be useful in certain classes, mostly ones that involved hands-on learning
while using VR in other courses would not be beneficial. One participant stated: “I guess it really
depends on what class it is because if they’re those classes that are just lecture-based, not hands-
on, then it’d be difficult or useless.” Another participant had used VR before for entertainment
and had some suggestions for implementing VR. The participant believed VR could be used for
helping students in health/anatomy-related classes. In their words, VR could be used “to show
them a more in-depth analysis of, you know, the human body or something like that or with my
degree being able to, you know, analyze chemical compounds in a more 3D structure.” Others
had negative first experiences with VR but were willing to give it another try. One interviewee
stated “Yes, I would be very excited since my first VR experience wasn’t that great.” If the
interviewees had more experience with VR, they would be able to provide more expertise as to
the uses of virtual reality.
Theme 2: Extra expense was not worth it to students and universities

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Something that stood out throughout the interviews that were conducted was that there
was an overall uncertainty of whether the extra expense of VR would be worth it to the students.
The students that were interviewed seemed interested in the idea only if the cost was minimal or
if the cost was covered entirely by the University. When asked about including VR in the
classrooms one interviewee said, “it's really expensive for one person to use it. I can't imagine
the whole class needing to use it and I can't see it being too helpful in most majors”. Tuition for
college is already expensive and adding another expense to that seemed to outweigh the benefits
and experience that would come from being able to use VR in your classes. VR could have uses
in almost any class, but for the majors of the students that were interviewed it did not seem like it
would be the best fit given the possibility of an added expense.
Theme 3: Virtual Reality will cause distractions and focusing issues
Throughout the whole interview process, it was noticed that there were some
consistencies across answers from the participants on whether virtual reality in the classroom
would be more of a distraction than helpful tool for students. The students were eager to try VR
but were skeptical as to its practicality. An interviewee thought that having a headset strapped to
the head and face could be “uncomfortable” for the students and drive their attention away from
the lecture. It was also found that some of the college students believed the use of virtual reality
in the classroom could cause students to have issues focusing on the material at hand, and instead
would be too interested in the virtual reality system. Interviewees seemed to understand the uses
of virtual reality in classrooms after it was explained to them, but when they were posed the
question of “Do you have any opposition to using virtual reality in the classrooms?”, the answers
were consistently “technology can be seen as a distraction” and distraction could occur if
“students were looking at it as a game instead of learning”. Interviewees were thinking that
virtual reality would be used in classrooms as an addition to learning for fun games because most
of the interviewees stated that they know “absolutely nothing” about virtual reality except in
gaming scenarios, and because of this assumption the interviewees believed having virtual reality
in the classroom at all would cause distractions.

IMPLICATIONS
Throughout the interview process, it was evident that virtual reality could be utilized
outside the realms of entertainment. After analyzing the common themes amongst the interviews,

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it was evident that college students were disillusioned by the cost of virtual reality devices which
dissuades them from the purchase of the product. Other relevant implications were about how
college students lacked awareness of VR’s non-gaming features and how VR can encourage
students to focus more efficiently. Finally, the last finding was that college students were
concerned that the technology would be too complex for some college professors to implement
in their classroom.

Implications
Implication 1: The more affordable VR is, the more willing people are to try it. There is an
illusion of how expensive VR actually is.
A common theme derived from the interviews is that virtual reality is too expensive,
which led to a lot of the interviewees not having used VR. The experience did not seem worth
the price for them. From the data collected in the interviews, it has been determined that the
more affordable VR becomes, the more willing people are to try it. Oculus, one of the most
popular VR systems, sells for $299. During interviews, Oculus systems was mentioned by name
by some of the participants. Oculus clearly makes up the evoked set of the people who were
interviewed. Despite Oculus being one of the most popular VR systems, it is also one of the most
expensive. There are virtual reality systems that cost between $25 and $75. An implication of
this interview process is that VR should be positioned to be more affordable. During the
interviews, price was the biggest hesitation for students wanting VR at school. If the interviewed
students were required to pay the expense of using VR, it was not worth it. Marketers of VR
systems would do well to position themselves to be high quality while also being lower priced
than their competitors. The interview data shows that if VR companies focus on the price aspect
of the promotional mix, people would be more willing to consider purchasing a VR system.
Google Cardboard is an extreme example of how affordable virtual reality can be. Using a
cardboard frame and a phone, Google provided users with the most affordable virtual reality
experience until this summer when they discontinued the product (Mason, 2021). This serves as
evidence that VR can and should be affordable, as price is a determining factor for would-be
buyers.

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Implication 2: College students dismiss VR as gaming devices and lack knowledge about its
educational potential.
Due to VR headsets being primarily marketed for gaming, its other potential uses are
overlooked by college students. Many of whom seemed to not know its other uses besides
gaming. This implies that companies that sell VR technology such as Oculus, Unity, and Google,
are positioning their products mostly as gaming devices. The virtual reality devices often have
simulations that let its users explore locations around the world without leaving the comforts of
their own homes. VR can allow users to not only have a detailed look into human anatomy, but
also perform in virtual laboratories (Oculus, 2021). There are programs that can even make its
users seemingly go to space. During the past year with the Covid-19 pandemic, virtual reality
devices could have taken the place of zoom by using its virtual classroom/office features to make
learning more engaging. Marketers need to realize that in order to get people to stop thinking of
virtual reality as only a gaming device, the advertisements need to break the schemas in people's
mind in order to increase learning abilities on the positive impacts virtual reality will have on
classroom learning. It will be important to change the brand positioning through advertisements
in order to change the minds of students, professors, and universities. The future of virtual reality
is more than just playing games like Beat Saber and Job Simulator. Its other benefits can have
practical use for college students by preparing them for their real-life careers.

Implication 3: Students are ill informed about the logistics behind virtual reality and how it can
actually benefit focusing in the classroom.
As stated in the thematic analysis, the college students interviewed seem to believe
virtual reality in the classroom may cause more harm than good because it can be seen as a
distraction and students won’t stay focused on the coursework material. Students in college these
days are glued to their laptops, they take them everywhere including the classroom to take notes
and follow along in lectures. There have been countless studies and articles written about the
distractions caused in the classroom by bringing laptops. Students lose focus and scroll on social
media or shop or watch YouTube videos in class instead of paying attention to the lecture. The
interviewees perceived that the same results would be caused by implementing virtual reality
into the classroom. On the contrary, studies have shown that virtual reality in the classroom can
actually cause students to be more engaged and have a better learning environment. According to

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the article “Adoption of virtual reality technology in higher education: An evaluation of five
teaching semesters in a purpose-designed laboratory” written by Benjy Marks and Jacqueline
Thomas, virtual reality is able to create an “immersion experience which blocked off outer
distractions and forced you to put more attention to the content” (Marks & Thomas, 2021).
Due to this fact, it is important for companies selling virtual reality to segment the
product’s advertising based on age groups. The different functions of virtual reality allow for
marketers to be creative and segment the market based on the different needs for virtual reality.
It will be important for marketers to use proper and exciting stimulus factors in advertisements in
order to reel the customer in and allow them to see the true benefits of virtual reality in the
classrooms, especially college ones. Specifically, the use of intensity, color, and movement
stimulus factors is how the marketers will gain the most interaction from customers.

Implication 4: VR is a complex technology and college professors could struggle understanding


how to use and implement it in the classroom.
College professors can often struggle with implementing new technologies into their
course curriculum. Over the past year, so many students and teachers were forced to adapt to
virtual learning because of the COVID-19 pandemic. This was not too harsh of a transition for
most of the students but was difficult for some professors. Throughout the interviews it was
noticed that students were skeptical of professors being able to understand VR technology
enough to use it in their classrooms. The interviewees did mention however that they saw a big
potential for VR to be useful in education. If VR is to be marketed toward schools and
universities, it would be important to make training videos and other training manuals that are
easily understandable. VR could have many uses in education and a barrier holding this back
from happening is a lack of understanding of how to use the technology.

CONCLUSION
The information that was collected through the interview process helped to formulate an
overall idea of what college students think about VR and its uses in the field of education. The
interviewees had differing opinions, but some common themes arose. Overall, students seemed
to be intrigued by the idea of using VR in the classroom but had little experience using the
technology themselves. VR is a complex technology and depending on the brand and type it can

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be very expensive. While students seemed to think that using VR in class would be beneficial,
their attitudes changed once they were asked about how the devices would be paid for. The
interviewees had all experienced learning virtually from COVID and recalled how difficult it
was for some professors to adapt. It was eye opening to see how students of different ages,
genders, and majors still had some common opinions about the uses of VR for educational
purposes. VR is primarily used for gaming, but many other applications of this technology are
beginning to emerge. Many students are visual learners and there is a definite opportunity for VR
to be marketed as a device to help with that learning style. If marketers are able to convey these
profound benefits, then students may view the expense as something worth their while.

Appendix 1: Interview Transcripts

Shaila Sadia Interview 1 Transcription:


Interviewer: Ok. Uhm…Which. What teaching style best helps you learn in the classroom and
why?

Interviewee: Umm…Teaching Styles. For me, I learn alone, independently the best. But if I need
help, I will reach out to the TA with emails, but yeah with recorded lectures I get to learn on my
own pace than having the assignments based on the actual notes and lectures help me learn the
materials. But not discussion board. I don’t think discussion boards are necessary but yeah…

Interviewer: How effective do you think learning games in the classrooms are for learning? For
example, like Kahoot?

Interviewee: Kahoot? Uhm… I think in high school, Kahoot works because in a classroom
setting everyone is learning together and it…if it’s vocabulary, then it helps you remember stuff,
but in college not really. But in high school…

Interviewer: So…So besides Kahoot, like just learning things in general. What do you think
about that? How effective are they?

Interviewee: I think its effective on vocabulary, but in terms of events like in history events, and
other topics that isn’t vocabulary based. Then I don’t think it will be helpful.

Interviewer: What do you know about virtual reality? Besides, gaming?

Interviewee: Virtual reality…hmm. I know there’s project about virtual reality about meeting a
loved one. And… and I think that is pretty much it. I know gaming and experimental virtual
reality where they try to make a person see their loved one. But yeah, that’s probably it.

Interviewer: Have you or someone you know ever used virtual reality before? What was their
experience like?

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Interviewee: Um…Yes, someone named Shaila. Hehe. She has bought a VR set and she let me
try one of the games. And I can’t say my first experience was very helpful, easy. But yeah, I was
um thankful for Shaila for letting me try VR for the first time. So, thank you to her.

Interviewer: So, what was your experience like? In experiencing VR.

Interviewee: Well since I was playing a difficult game, I was um…hehehe it wasn’t a positive
experience. But uh, the game allowed me to think a lot. Made me use my brain and also there
was some fun games in there, so it helped me relax a little bit, but only after the first game was I
able to… hehehe relax. So yeah, pretty ok experience.

Interviewer: How do you feel about including VR in the classroom setting?

Interviewee: Um…I thought about this before the interview, and I think in the future it can work
if um the teacher if there was no teacher available or um…if it was experimental but long term
wise it think traditional classroom setting is the best for students see teachers face-to-face. But
yeah, if its if teachers are far away for vacation or whatever and they still want to teach then they
can use VR, but I think that VR a good start in a classroom.

Interviewer: Do you have any oppositions to using virtual reality in the classroom? Please
explain.

Interviewee: I guess one opposition would be that some students like to learn face-to-face and
like VR, I don’t know how it’s going to work. Like is it going to be like recorded? Like they use
the teacher’s face and all and record an audio, but yeah, some students like to have face-to-face
where it’s real-time conversation and teaching so I think that that’s a con of VR.

Interviewer: What positive/negative impacts do you think virtual reality could have on education
and why?

Interviewee: Well, I think that VR will have a positive impact because um not every student can
go to a physical classroom and meet their teachers because of I don’t know, say that their family
member is sick. You have to take care of them. VR can help them know the teacher’s face at
least and have this 1-1 conversation with the teacher and learn materials. So, I think that VR will
help with that aspect and yeah, I think it’s a good experiment to start in education because um.
Education, the education system has been outdated and VR is a good way to make it new again.

Interviewer: In what ways do you think virtual reality could be used in the classroom?

Interviewee: Um…VR, like teacher for the student to have um to see their teacher and also
teachers can use it to like if they’re new, they can like experience how teaching could be like in a
classroom. If they done it before, like in Covid, for new teachers and also students who hasn’t
seen their teacher’s face.

Interviewer: What classes would you think would most benefit from a virtual reality experience?

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Interviewee: Uhm…I would say for right now, elementary school perhaps. Because um…if
Covid got worse, and there were new students who hasn’t gone to school yet. They can
experience that classroom; the traditional classroom setting and see their teachers. And also, the
teachers can um practice teaching.

Interviewer: So, um, what college classes specifically do you think would benefit from um
virtual reality experience?

Interviewee: Um… college classes. Probably, medical classes since um medical students have
never experienced surgery before. So, they can use it as simulation practice on where the body.
Like how to operate on a body and the anatomy of it. And uh…also for online classes, instead of
having zoom meetings, you can use VR so the student can be sitting in a classroom and the
teacher is there to see and have notes written on a white board so that’s how VR can be used.
And yeah…

Interviewer: If uh…using virtual reality in the classroom involves an extra expense, how do you
propose universities cover this expense? Would this extra expense be worthwhile to you? Why or
why not.

Interviewee: I would say maybe having um students kind of like donate to it. Like have the
university introduce to the students what they are trying do. And if all students or most of the
students want VR, to try VR in a classroom. They can um donate to it and have like um convince
other classmates or friends to donate it. And…or universities can pitch in with their own money.
I guess…

Interviewer: How well do you think professors can adapt virtual reality technology to their
curriculum?

Interviewee: Umm… I think it’s pretty adaptable because it’s easier to use. Maybe with
professors that are older in age, don’t know how to use technology, but it’s fast to use so I think
it’s pretty adaptable.

Interviewer: How frequently do you think virtual reality could be used in a semester? Why not
more or why not less?

Interviewee: Hm? Can you repeat the question?

Interviewer: How frequently do you think virtual reality could be used in a semester? Why not
more, why not less?

Interviewee: Um…. I think uh…when a teacher is not available. I think it can be used but
frequently in a semester, I think maybe like at least 5 times, but more I feel like um…it’s missing
the traditional classroom setting where students need to see face-to-face. So, I don’t think VR
should completely control what a classroom has, but at least some simulation should be present.

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Interviewer: Okay, um…Would you be more excited to learn using VR? Why or why not?

Interviewee: Yes, I would be very excited since my first VR experience wasn’t that great. Um,
VR in a classroom, I think that I was very interested, I was very interested when Shaila um
pitched the idea. I think it would help me if I was a medical student, help me a lot to simulate
how to, what doctors go through. So, I think, um yeah, I think I would be willing to try it.

Interviewer: Okay um…Do you think that students would focus better using VR classrooms
rather than um Zoom during this pandemic? Please explain.

Interviewee: Um…I think um yes. I think students can focus more uh because since during
Covid we’re just using zoom most of the time and it can get really boring since there is not a lot
of um… I guess um…. simulation and interactions with the teacher and other classmates. So,
using VR, they can fill the void of that and also it is something new so they can be more excited
about learning than having zoom meetings.

Interviewer: Do you think virtual reality is ready for the classroom environment or still needs to
develop further before being implemented? Please explain your reasoning.

Interviewee: Um…I think we should start now because if we wait until VR is perfect, we um
developed then there’s no chance to try it, I think. Starting, VR in classrooms now can have a
trial and error. So, developers can fix issues more promptly but yeah…Staring VR, and having
students experience it and give feedback and also teachers can help um VR to develop…good.

Interviewer: Okay, thank you for the interview. I am gonna stop the recording now.

Shaila Sadia Interview 2 Transcription:


Interviewer: So…Uhm…What teaching style best helps you learn in the classroom and why?

Interviewee: Um…Hands-on teaching helps me learn best. So, like giving me the information,
showing me how I can use it because that really cements it into my brain. Like you know this is
the practical use for it and helps me to remember it and understand it a lot better when I know
how I can use that information in real life.
Interviewer: How effective do you think learning games in the classrooms are for learning? For
example, like Kahoot?

Interviewee: I think that they’re um effective when it comes to reviewing information, especially
if it’s just like very simple conceptual questions or memorization questions because um it tests to
see you know, how well you know something like on um like on a jerk response, I guess.
Uhm…but, for other more complexed topics and subjects, I think that they are not as effective
because um it’s not something that necessarily is good to be quick about.
Interviewer: What do you know about virtual reality? Besides, gaming purposes?
Interviewee: Uhm…I know that it can be used for a lot of different things so um yeah there’s the
gaming, but then also like I know there is like virtual reality experiences where you could like
walk through um cities or like certain attractions. Um and you can experience the attractions that
way. Um and I think there’s also, I know there’s also uh different types of virtual reality therapy

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for people who have like PTSD um or have gone through other traumatic experiences, but other
than that, I don’t have much knowledge on it.
Interviewer: Have you or someone you know ever used virtual reality before? What was their
experience like?
Interviewee: So, I have used virtual reality before um, it was like a roller coaster simulation or
whatever. Um and it was really cool, it was kind of freaky because you know it was like all
around me like in my periphery and in front of me. Um, but it was very immersive, and it
definitely felt like I was actually you know in that experience in real life.
Interviewer: How do you feel about including VR in the classroom setting?

Interviewee: I think um…it could be really cool especially for um…some of the classes that I
take. So, like biology classes were like very hands-on so um there are a lot things that I feel like
could be…that are simulated on the computer that if we had you know like virtual reality
simulations could make it that much more real. Um and you know, my mind automatically goes
doing dissections and stuff like that. You know like some people don’t like doing that in real life
um and so having the option to do that you know on a virtual reality platform or if we, you know
for whatever reason can’t be present to do the actual dissection, I think could be really beneficial.
Interviewer: Would you have any oppositions to using virtual reality in the classroom? Please
explain.
Interviewee: I don’t think I would have any oppositions to using VR in the classroom. I can’t
think of anything unless, you know if it was something that students had to pay for themselves
um, I think that most people wouldn’t because it can be kind of expensive. But, uh if it was
provided, like by my instructor or the institution or whatnot, I don’t see why I’d have any
problem with it.
Interviewer: What positive or negative impacts do you think VR could have on education and
why?
Interviewee: I think it could positively impact it because it can make it more um like experiential
and more uh immersive and definitely um make people more engaged. I mean, I think people
would think it’s really cool if a professor said yeah, we are doing virtual reality in class today,
like you should come. Um and then also too, like the information could be tied to that virtual
reality experience, so I think that would be good. Um…I think that a negative aspect could be if
it’s not um, if the experience isn’t done in a controlled environment, people could you know like
abuse whatever you know the equipment is or whatever the simulation is. So, I think it would
just have to be like pretty controlled so that people um don’t just kind of like go off and do their
own thing with it and they are actually focused on the material they are supposed to be learning.
Interviewer: In what ways do you think VR could be used in the classroom?
Interviewee: Um, so I guess I talked about this a little bit but so like simulations I guess for um
like doing dissections or in anatomy courses, you know when you’re like you can like peel back
layers of muscles or stuff. But I think too, like um if there is virtual reality where um you’re
needing to like design something um and it’s a lot easier to do that, it could be easier to do that
when you like see it being built right in front of you. Instead of you know, having to draw it on
like a 2D surface or whatever. Um, yeah that’s all I could think of right now.

Interviewer: No, that’s great. Um, what classes do you think would most benefit from like a
virtual reality experience?

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Interviewee: I think like a lot of biology classes um and chemistry and physics classes would. I
also think like some of the architectural design classes um, geology class, I think too like any
classes where you’re going and you’re exploring new places. So, like if there is an archeology
class or anthropology, um or any of the foreign language classes where you know they are like
being immersed in a different culture. It could be, it could be cool to see that um and feel like
you are more in that place than you know, just sitting in a classroom.

Interviewer: If VR in the classroom involves an extra expense, like you talked about earlier, how
would you propose universities cover this expense? Would this extra expense be worthwhile to
you? Why or why not.
Interviewee: I think it depends on how much the expense is um you know I know that there are
some classes already where there’s like um you get…there are fees because there is equipment
that’s being used. Uh, so I know that a lot of our biology labs we have to pay extra for those I
know that some of the nursing classes and the College of Business classes too I think have um
extra fees. And…if it’s spread out among a lot of people, usually the fee isn’t so bad. Um…but I
think that if the student can’t pay it, there should be some sort of like either grant or scholarship
or like a fee waiver. Um…the student should be able to um…like should be able to apply for but
I guess it would be up to the department or the university. I guess depending on who is overall
implementing the VR experience. Uh…to see where they can pull from their budget to kind of
cover those costs that like the students wouldn’t be able to.
Interviewer: Okay…How well do you think professors can adapt to VR technology to their
curriculum?
Interviewee: I think that some of them uh…would be really awesome at it and could be really
excited. Um…especially, um…professors who are open to trying new uh…like teaching styles
and learning stuff with their students. But then I think some other professors, who are kind of
more old-school and are very set in the you know I am going to lecture and we’re going to have
2 or 3 exams. Um…like a semester, it might be harder for them to implement it um because they
feel that their way works well and why change it if it already works.
Interviewer: How frequently do you think VR could be used in a semester? Why not more or
why not less?
Interviewee: I think…I think it really depends on the class. Nothing could be used as much as
like…I don’t know maybe once a week or once a class period, just depending on I guess what
the material is. Uh…and how the professor had structured their class around it, or it could be
used by you know maybe…the professor makes like this big lesson plan like, and you just use
VR once a week and it’s just for that material because it works best. Though I think it’s really a
variable in how often it can be used.
Interviewer: Would you be more excited to learn using VR? Why or why not?
Interviewee: I think so because like I said hands-on learning works for me a lot better than just
sitting and listening or reading something. So…um…I think it would be beneficial for me. Um
and it would make me more excited to come to class especially since it’s something that you
know I don’t have a whole lot of experience with. Um and it sounds like it could be really fun.
Interviewer: Do you think that students would focus better using VR classrooms rather than
Zoom during this pandemic? Please explain.
Interviewee: I think…I think that they could focus better uh..because if it’s VR um…there is,
like the environment that they are watching is like a lot more controlled so they might not be able
to you know see what else is going on in there…in their house or their room, wherever they are

15
sitting. So I think it could, I think it could definitely like bring their focus more back to the
classroom and kind of get them in that mental head space of okay, I am in a classroom right now
because I can’t see anything else but that as opposed to zoom where you can kind of look around
and you can see what’s going on around you and get distracted by that.
Interviewer: Okay, this is our last question. Do you think VR is ready for the classroom
environment or still needs to develop further before being implemented? Please explain your
reasoning.
Interviewee: I think it could be ready um I am not really sure you know like what programs are
out there for educational VR so I definitely would you know wanna look more into that before I
give like a very firm answer but conceptually, I think that its ready and the professor would
probably have enough to work with to be able to incorporate it into their curriculum.
Interviewer: Okay, thank you for the interview. I am gonna stop the recording now.

Shaila Sadia Interview 3 Transcription:


Interviewer: Okay, so…I just want to get your opinion about what teaching styles best helps you
learn in classrooms and why they…why do you think that helps you?
Interviewee: Um…I really personally enjoy like Password. That being, I am okay with like in
person instruction but I really like the option of having a recorded meeting or recorded lectures
so that I can go back and watch at my own time and my own pace if I miss something, I can
always rewatch and it just really helps me to comprehend the material rather than like in one ear
and out the other.
Interviewer: Okay…How effective do you think learning games in the classrooms for education?
For example, like Kahoot?
Interviewee: I think that it depends on the class. Most of my classes are STEM major classes so
it wouldn’t really help with that because those games are a lot more helpful with like concepts
and theory behind that rather than actual problem solving.
Interviewer: Okay…What do you know about virtual reality? Like besides any gaming purposes?
Interviewee: From a gaming point of view?
Interviewer: Like besides gaming purposes. Like what do you know about virtual reality.
Interviewee: I think it’s… a lot of it is intended to be more simulation research based learning or
using it to simulate driving, training purposes. I am also currently working on a project where I
am look at creating a virtual reality platform, the usual. To support our current recruiting
processes for major which is ICMG Tech. And I know there are a lot of applications. The main
one is variable with this research and training purposes.
Interviewer: Have you or anyone else ever used virtual reality before? Like what was their
experience like?
Interviewee: I have had 1 and a half experience with virtual reality like actually using it, but one
time was at an amusement park where they had me wear a headset while on a roller coaster
simulator. Um I really hated that because it made me really sick like motion sick and it just gave

16
me a headache. The half of the time was, we were setting up the oculus rift for my Senior design
project and I just put on the headset and like set up the device which is kind of really
complicated but I know that other people really enjoy it especially for gaming purposes. But I
did it most for research. I don’t really have experience.
Interviewer: So how do you feel about using VR in the classroom setting?
Interviewee: I think it’s beneficial depending on the class. I think a big issue with that is
flexibility and some people don’t have the funds for securing a headset. Some people, like me
who have glasses or are prone to motion sickness is not gonna get the most out of it, if anything
it’s gonna hurt us. And its applicable in classes where you need to see it like a business class or
an environmental class where you have to go out and see the environment you are working on
rather than just a presentation slide. But if it’s like STEM, then I think the traditional methods
work better just because I don’t really see any real application of VR in trying to solve a math
problem or discussing a business fundamental.
Interviewer: I know you kind of already answered some of these questions ahead, so I am just
going to ask it just so you could clarify it a little more. Would you have any oppositions to using
virtual reality in the classrooms?
Interviewee: I will oppose it if I have to provide my own headset or does more harm…more bad
than good. Say like I can’t do my work because I now have to figure out how do it with a headset
and getting headaches from it. I am not opposed but the logistics of it is difficult to kind of see.
Interviewer: Okay, so um… You said that…all of those oppositions and positive effects so like
could you be more precise like could you be a little exact about what positive or negative
impacts you think VR would have on education and why?
Interviewee: My personal education or like in general?
Interviewer: Yeah.
Interviewee: I guess good. You get exposed to new technology that is getting increasingly used
in the field. Con, accessibility, cost, and logistics.
Interviewer: Okay…In what ways do you think VR could be used in the classroom?
Interviewee: Like more hands-on, like if you are doing a lab class you are forced to be in a
virtual environment and so you do a lab. You can do a lab virtually like through VR and still
have the experience or say like in an environmental class oh yes identify this tree. It’s better to
see the tree in VR and learn its characteristics there and say a book.
Interviewer: So, um… what classes do you think would most benefit from virtual reality
experience?
Interviewee: I think liberal arts and hands-on STEM classes. Anything more fundamental like
calculus, business, STEM, or just basic theory-based classes would not but anything that you
have to do hands-on does.

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Interviewer: Okay. If using VR in the classroom involves extra expense, how would you propose
universities cover this expense? Would this extra expense be worthwhile to you? Why or why
not.
Interviewee: I personally would not pay for a VR headset because out of the classroom, I would
never use it again. I know that some school offer…you can rent them out at the library but with
that it brought a supply and demand issue. Especially if you have an entire department looking
for the same 3 headsets and that becomes an accessibility issue. If possible, you can have a trial
class, like a broad class and like every student of that class is provided a headset and that could
be your test pilot class and then those headsets stay with the program and used next year and next
year. So it is provided for but in a limited quantity.
Interviewer: And you would be ok with that?
Interviewee: If I didn’t have to pay for it, yes.
Interviewer: Um…How well do you think professors can adapt to VR technology to their
curriculum?
Interviewee: Not very well, just with the experiences with zoom, most professors struggled with
zoom and transitioning to online classes. So if they are still recovering from zoom and you are
putting on VR I don’t think that’s going to go very well. Some professors have experience doing
research with VR but others I don’t think it would work at all.
Interviewer: Okay…um. How frequently do you think VR could be used in a semester? Why not
more or why not less?
Interviewee: Really depends on the structure of your class. If your class has to do with VR, then
all the time. If your class has nothing to do with VR, then like once a semester at most cause its
just extra work and extra time for nothing.
Interviewer: Would you be more excited to learn using VR? Why or why not?
Interviewee: No, because it gives me a headache. I get motion sickness and I can’t look at VR for
more than 10 minutes and trying to read something through it. My brain is fried and I want to get
out of it.
Interviewer: Okay...um. Do you think that students would focus better using VR classrooms
rather than Zoom during the pandemic? Please explain.
Interviewee: Potentially if the student has like ADHD and is affected by their surroundings,
having a VR headset might really help them focus since all they could see zoomed board. But for
regular students, have a combination. I think a headset is cumbersome and will get in the way.
Interviewer: Okay, and then last question. Do you think VR is ready for the classroom
environment or still needs development to develop further before being implemented? Please
explain your reasoning.

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Interviewee: I don’t think VR is ready for the classroom environment, not because of the VR
technology but because of the teachers teaching the courses. VR can be implemented pretty
much everywhere, but if you are using it as come take my class, we have VR than actually
successfully implementing the VR in the class then that’s just a waste of time and capital.
Interviewer: Okay, thank you for interviewing with me. I am gonna stop the recording now.

Kayley Skorupski interview 1 transcription:


Interviewer: Please state your major

Interviewee: religion.

Interviewer: Awesome. What teaching style best helps you learn in the classroom and why?

Interviewee: um I think something discussion based because it's more like you can talk about
what works best in situations, and you can bounce ideas off each other. So discussion helps me
learn better because I'm able to like give my ideas, but also take and like see how other people
interpreted what we're learning or um really bounce back and get feedback on what I'm learning
like in the moment.

Interviewer: How effective do you think learning games in the classrooms are for learning? For
example Kahoot?

Interviewee: I think it depends on the game. I think Kahoot is not effective, um but I think that
sometimes games are effective. Like if it is like a test that's based on memorization or something
that's effective, but especially with like real life situations or things that you want to be applying
to life, it's not very effective because it's not like you can apply like trivia to real life situations.

Interviewer: What do you know about virtual reality? Besides, in gaming scenarios?

Interviewee: Absolutely nothing.

Interviewer: Have you or someone ever used virtual reality before?

Interviewee: um I think we have one of those, like, little glasses things, but no.

Interviewer: What was your experience like?

Interviewee: I have no experience.

Interviewer: How do you feel about including virtual reality in the classroom?

Interviewee: Like a role play? Is that what you mean?

Interviewer: As in like using it to help teach students?

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Interviewee: I feel like that would be cool. It's more applicable to like an issue, and then you can
apply to like what you're learning. So I feel like that would be cool.

Interviewer: Do you have any oppositions to using virtual reality in the classroom?

Interviewee: Technology can be seen as a distraction. So depending on the way it was used, it
might be an issue. Um but yeah, I don't know

Interviewer: what positive or negative impacts do you think virtual reality could have on
education and why?

Interviewee: um positive? I feel like again, it might help people like think of the ways that what
they're learning in class can apply to what they're doing now. But in a negative stance, one, it can
be hard to like involve every person in the classroom and something like that like there's always
going to be somebody who has more to say than somebody else. So especially in a game like
that, it's more like you'll be able to tell who has more to say and who doesn't, and that can be
difficult to engage all students Um and also, again, technology can be distracting when learning.

Interviewer: In what ways do you think virtual reality could be used in the classroom?

Interviewee: I have no idea.

Interviewer: It's okay if you don't know. What classes would you think most benefit from a
virtual reality experience?

Interviewee: Maybe a history class?

Interviewer: If using virtual reality in the classroom involves an extra expense, how do you
propose universities would be able to cover this expense? And do you think this expense is
worthwhile to you?

Interviewee: um, I don't think it would be worth it to me, but if somebody was trying to like
experiment, if they were going into education and this was something that they were interested in
applying in their classroom, I could understand like them thinking it was a worthy expense.
University wise, I mean I'm sure there's companies who would be willing to grant money for that
experiment, kind of you know?

Interviewer: How well do you think professors can adapt virtual reality technology into their
curriculum?

Interviewee: I think it depends on the subject. I know one of my history professors has like a role
play game that she does, and she might be interested in this, but like if it's not like a class that
you would be learning about specific people and applying to life, I don't really know how you
would implement it.

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Interviewer: How frequently do you think virtual reality could be used in a semester? Why not
more or why not less?

Interviewee: I mean, realistically in College, probably like one or two sessions a semester, just
because that's probably a lot of money for one and two, a lot of planning and coding and figuring
out like how it's going to work and who's going to be what and all that sort of thing. And also
students would need to prepare and be generally educated on like what they would be doing that
day, so they would be able to do that, and I can't imagine that being more than once or twice, just
because it would be a large project to get every student in the classroom involved in it and on the
same page.

Interviewer: Would you be more excited to learn using virtual reality? Why or why not?

Interviewee: I think it would be a cool experience. I don't know if I would really like it beyond
like one or two times. I couldn't really say because I've never done it before, but I'd say right now
probably would not be excited to learn that way just because again, I like discussion where we
can like bounce ideas, and that's not really how that rocks.

Interviewer: Do you think that students would focus better using virtual reality classrooms rather
than Zoom during this pandemic? Please explain.

Interviewee: um zoom is not very easy to learn over because it's hard to engage students with. If
it would depend on what virtual reality looks like. I guess like if it was like an online like you're
moving a little person around and kind of typing into a chat, like maybe I feel like that would
help me focus more because you're like exploring a little game. But if it was something similar to
Zoom where like you are seen in the game or something like that, I feel like no, because it just
come up with the same issues.

Interviewer: And final question, do you think virtual reality is ready for the classroom
environment or still needs to develop further before being implemented? Please explain your
reasoning.

Interviewee: I will be honest and say I don't entirely know because I don't have a ton of like look
into what virtual reality is. Again, if it was like some type of game or like online thing, maybe
yes, because then people could kind of do it on their own time. But if it's like a huge like I'm
picturing like the goggles. That's just not applicable like you can't do that with an entire
classroom of students, so I don’t know.

Interviewer: Thank you very much for your time.

Kayley Skorupski interview 2 transcription:


Speaker 2: Thank you for taking the time to interview with me today. Can you please state your
major?
Speaker 1: computer information systems
Speaker 2: Beautiful what teaching style best helps you learn in the classroom and why?

21
Speaker 1: Hmm I’m not a really good student. So, I like professors that are more hands on and
they walk through the steps um like slowly and through each step without skipping any, um so
yeah.
Speaker 2: How effective do you think learning games in the classroom are for learning? such
games as Kahoot?
Speaker 1: I think they're pretty effective for the end for gauging, for students, for gauging where
they are with the material and if they're actually grasping it or not.
Speaker 2: What do you know about virtual reality? Besides, in gaming scenarios?
Speaker 1: Um not really any at all.
Speaker 2: Have you or someone you know, ever used virtual reality before? And what was their
experience like?
Speaker 1: Um I can't say that I do know anybody that's done virtual reality before.
Speaker 2: How do you feel about including virtual reality in classroom settings?
Speaker 1: Um If it helps the student learn, I think it would be a great tool.
Speaker 2: Would you have any oppositions to using virtual reality in the classroom? Please
explain your answer.
Speaker 1: No. I think it would make it um learning a lot more engaging um with that whole
environment. So, I don't have any opposition at all.
Speaker 2: What positive or negative impacts do you think virtual reality could have on
education and why?
Speaker 1: Um, I could see it being effective for immersing the student and whatever subject
material they're learning. So that's great for learning in general. So that's a definite positive
impact. Um for a negative impact, I can't really think of one. Maybe if it was distracting or if
only one student could use it at a time. Um some constraints, such as that probably might be a
negative impact on education.
Speaker 2: In what ways do you think virtual reality could be used in the classroom?
Speaker 1: Um you know that's a great question, and I could see it being used, for I don't know.
I'm not sure actually.
Speaker 2: What types of classes do you think would most benefit from using virtual reality
experience?
Speaker 1: Um, I think it could be useful for science classes in particular. Um, I'm thinking to
show students what different biomes are maybe for, like dissecting animals or maybe like
surgery procedures. That type of thing.
Speaker 2: If using virtual reality in the classroom involves an extra expense, how do you
propose universities cover this expense?
Speaker 1: Um they could crowd fund it, maybe pull from a different school's budget and use it
on whatever school needs it.
Speaker 2: Do you think this extra expense would be worthwhile why or why not?
Speaker 1: I think it would. Um people say virtual reality is the future of you know everyday life.
So, who knows maybe it would be on the more cutting edge of things, and being one of the first
universities to implement it would probably be a good thing
Speaker 2: How well do you think professors can adapt virtual reality technology into their
curriculum?
Speaker 1: Um that depends on the professor. Some of these older professors don't know how
canvas works, so they'd probably struggle with VR, but some of them are more adaptable with

22
newer technologies. I think they wouldn't have too much of a problem there, and maybe they
could be creative and implement it to its fullest extent.
Speaker 2: How frequently do you think virtual reality could be used in a semester? Why not
more or why not less?
Speaker 1: Um I would say maybe in place of certain labs like specific ones. I mean not every
single class do you dissect like a creature. So maybe like that same frequency probably like a few
times a semester. Why not more? Because you only do things like that a few times, so you don't
need to increase that. And then why not less? would be because you have other learning that you
have to do and learning like actual concepts and not everything that you do can be like
implemented with virtual reality.
Speaker 2: Would you be more excited to learn using virtual reality? Why or why not?
Speaker 1: Um I would. I'm not sure exactly what I would do as a CIS major, um but just a quick
change of pace would be nice every once in a while. Usually, I'm stuck looking at a screen of
you know just text um either in like, sequel tables or some type of coding, so being um seeing
something through virtual reality would be exciting and new.
Speaker 2: Do you think that students would focus better using virtual reality classrooms rather
than Zoom during this pandemic? Please explain
Speaker 1: 100%. Yes. Um like I said before being fully immersed in it is probably way better
for learning compared to just staring at a screen for like 4 hours a day or however long you have
classes.
Speaker 2: Do you think virtual reality is ready for the classroom environment or still needs to
develop further before being implemented? Please explain your reasoning.
Speaker 1: Um it probably needs to be developed more um because of the cost. I would imagine
um it's not very accessible to um large majority of students, I would assume, so, yeah, it's
probably not ready yet, but maybe in the future.
Speaker 2: Thank you very much.

Kayley Skorupski interview 3 transcription:


Interviewer: Please state your major

Interviewee: interdisciplinary liberal studies.

Interviewer: What teaching style best helps you learn in the classroom and why?

Interviewee: I like application of materials. I think that and that helps the best with making sure
that I understand what the teacher is teaching.

Interviewer: How effective do you think learning games in the classroom are for learning? For
example, games like Kahoot.

Interviewee: I think they're helpful if it's a memorable experience.

Interviewer: What do you know about virtual reality Besides, in gaming scenarios?

Interviewee: Absolutely nothing.

23
Interviewer: Have you or someone you know, ever used virtual reality before and what was their
experience or yours like?

Interviewee: I don't know anybody, nor have I ever used virtual reality.

Interviewer: How do you feel about including virtual reality in a classroom setting?

Interviewee: I think that this could be helpful, especially with the application process of learning
materials.

Interviewer: Would you have any opposition to using virtual reality in the classroom? Please
explain your answer.

Interviewee: I would only be opposed if students were looking at it as a game instead of learning
while they're using it.

Interviewer: What positive or negative impacts do you think virtual reality could have on
education and why?

Interviewee: I think positive impacts would be immersion into your study. I think it'd be a really
cool way to get students involved, especially during things like Covid when they can't really
touch certain materials all at the same time. I think that negative impacts would be students not
being focused.

Interviewer: In what ways do you think virtual reality could be used in the classroom?

Interviewee: Again, I think that virtual reality could be used really easily to help students apply
the methods and things that they're being taught.

Interviewer: What specific classes do you think would benefit most from using a virtual reality
experience?

Interviewee: I think things like science classes in College, for example, like nursing majors or
people studying anatomy. That would be a really useful tool

Interviewer: If using virtual reality in the classroom involves an extra expense, how do you
propose universities cover this expense?

Interviewee: I think that they should just budget the tools that are actually being used versus
what's not being used and see if they can take money from something that they're not really
getting use out of and put it into virtual reality.

Interviewer: And do you think this extra expense would be worthwhile to you in order to use
virtual reality in the classrooms?

24
Interviewee: I think it might be worthwhile as long as it's proven to be helpful. I think that
research on it needs to be done first.

Interviewer: How well do you think professors can adopt virtual reality technology into their
curriculum?

Interviewee: I think that they'd be able to easily adapt as long as they're taught how to use it. I
know that a lot of professors had trouble when we switched to Zoom during Covid because they
didn't really get proper instruction on what to do and how to use it. So as long as professors are
getting help, then I don't think it'd be hard to adopt.

Interviewer: How frequently do you think virtual reality could be used in a semester. Why not
more or why not less?

Interviewee: I wouldn't use it too much. I would want students to focus on the things that they're
learning, and if it's going to become a distraction because they want to use it because it's
something really cool and unique, then it might become an issue.

Interviewer: Would you be more excited to learn using virtual reality? Why?

Interviewee: I would be excited to learn using virtual reality because I think it's a new tool and
it's not something that I'm used to. So, it would probably be a memorable experience. And so, it
probably taken what I'm learning.

Interviewer: Do you think that students would focus better using virtual reality classrooms rather
than Zoom during this pandemic? Please explain your answer.

Interviewee: I think that's possible because in virtual reality, it might feel like you're actually in
the classroom and being watched rather than on Zoom. You don't really need to be paying
attention because it doesn't really feel like the teacher is looking at you all the time.

Interviewer: Do you think virtual reality is ready for the classroom environment or still needs to
develop further before being implemented? Please explain your answer.

Interviewee: I don't really have a lot of information on virtual reality at the moment, so I don't
really have a stance on whether it needs to be developed further or not.

Interviewer: Thank you very much for your time.


Sean Mills interview 1 transcription:
1. What teaching style best helps you learn in the classroom?
I think I’m more of a visual learner, so teachers who use like examples, everyday
examples, um, and instead of just writing their notes down, um show us how, what
were learning impacts my everyday life and how why it’s important to me
2. How effective do you think learning games in the classroom are for learning?

25
Um…I, I think its actually really effective. Kahoot’s like a fun way to learn
information and everyone’s competitive. So you’re having fun and also retaining
information
3. What do you know about virtual reality?
Other than gaming…I don’t know too much about it I kind of understand how it
works…um but I haven’t really seen it used other than in video games
4. Have you or anyone you know ever used virtual reality before and what was your or their
experience like?
Um I’ve known people who’ve used like the Oculus Rift for playing video games but
other than that no I have no experience with it.
5. So how do you feel about including Virtual Reality in the classroom setting?
Seems like a very expensive way… I… it doesn’t seem like a smart idea. It seems
expensive… its really expensive for one person to use it I cant imagine the whole
class needing to use it and I cant see it being too helpful in most majors.
6. Following up on that, would you have any opposition to using VR in the classroom?
no it seems like a fun way to learn it just seems very impractical
7. So what positive or negative impacts do you think VR could have on education and why?
I think if you’re in… if you’re like a medical student and you get to virtually like…
work on a patient that seems great, but um maybe if you’re business you could do
like a sales conference over virtual reality so I think it could be helpful in a lot of
majors
8. In what ways do you think virtual reality could be used in the classroom?
Yea I think it could be used in examples where your kind of just getting experience
doing things that you can’t really do as a student such as, I don’t know, surgery if
you’re a medical student or like a sales talk with like a client or something
9. So also kind of following up on that, what classes do you think would most benefit from
a virtual reality experience?
Medical students and maybe someone who’s majoring in sales or like hospitality
10. So if using virtual reality in the classroom involves an extra expense, how do you propose
universities cover this expense? Would this extra expense be worthwhile to you? Why or
why not?
For me, personally, it would not be worthwhile and I’m sure they would just have to
raise tuition, so it wouldn’t make people too happy, um yeah I’m sure that’d
probably be the only way is just raise tuition
11. So how well do you think professors could adapt virtual reality technology to their
curriculum?
I’ve seen professors adapt to corona and they do a terrible job so I’m sure they
would not do well with it for a long period of time
12. How frequently do you think virtual reality could be used in a semester?
um, I mean wow, if you’re like a medical student it could probably be used like a
couple times a week
13. Would you be more excited to learn using virtual reality?
Yeah definitely just because it seems like a fun, hands-on way to learn
14. Do you think that students would focus better using virtual reality classrooms rather than
zoom during this pandemic?
Yeah for sure

26
Could you maybe like, touch a little bit more on like how you think that would help you
focus better?
yeah because zoom is just… you’re looking at a screen and your teacher’s
talking…Virtual reality, I mean, that seems a lot more hands on, visual
15. Do you think virtual reality is ready for the classroom environment or still needs to
develop further before being implemented?
I don’t think its ready for the classroom in any way because, I mean, one VR
headset thing, for…I guess that’s for gaming but its like $500 I don’t know how they
would put that in to a more mass level for an entire classroom
Sean Mills interview 2 transcription:
1. What teaching style best helps you learn in the classroom and why?
um… probably hands on stuff because I’m definitely more of a visual learner
instead of…um… you know just kind of being explained something verbally
2. So how effective do you think learning games in the classroom are for learning like for
example Kahoot?
Uh I definitely feel like it is a good tool for teachers to use and definitely helps
students a lot
3. What do you know about virtual reality like besides video games?
Uh I know that its something that is pretty new and it tends to be really expensive I
feel like. I don’t know if that right but, I’ve only seen about one or two people with
it so its not like a thing where everybody has like Xbox or something like that its
kind of a new technology
4. Have you or someone you know ever used virtual reality before and what was that
experience like?
Yeah I’ve used it one time. Someone that I know has an oculus headset which is like
a video game and it was uh… it was pretty cool I had never used it before but I
would… if it wasn’t so expensive I would probably buy one myself.
5. So how do you feel about including virtual reality in the classroom setting?
I feel like that definitely could have some advantages
6. Would you have any opposition to using VR in the classroom and explain why you might
have an opposition?
Um… the only one would be if I had to pay for it but if someone else is paying for it
then I’m all for it.
7. What positive/negative impacts do you think virtual reality could have on education and
why?
Um it could probably with like how I was talking about I’m a visual learner and like
hands on stuff just because you could… uh…. Like you could, for example, maybe
for like a history class you guys could put the virtual reality on and then like go
back in time in a way and that would probably be you know be like really cool for
students so they would be more engaged.
8. What classes do you think would benefit most from a virtual reality experience?
Probably like a history class
9. If using virtual reality in the classroom involves an extra expense how do you propose
universities would cover the expense? And would this extra expense be worthwhile to
you? Why or why not?

27
Uh I guess the only way they would be able to cover it would be to raise tuition and
uh depending on how much it would be as long as it wasn’t like thousands upon
thousands of dollars I’m sure it would be worth it to me
10. How well do you think professors could adapt VR technology to their curriculum?
Uh I think that there would probably be a learning curve but after, you know, a
couple class periods I’m sure they would be able to implement it pretty well.
11. How frequently do you think VR could be used in a semester?
Uh probably just about every class or at least every week. I’m sure that they could
find a way to use it if they had the capability
12. Would you be more excited to learn using VR and why?
Uh definitely because as I was talking about earlier its like a new cool technology
that you know people who are of school age I’m sure would really interest them and
be able to like get…uh…get them to be more engaged
13. Do you think that students would focus better using VR classrooms rather than zoom like
during this pandemic?
Um definitely, zoom is…you know…can be almost worthless sometimes because its
not in person like if you were able to use the virtual reality you would be in person
so that would change a lot
14. Do you think virtual reality is ready for the classroom environment or still needs to
develop further before being implemented and could you explain your reasoning?
um I feel like its probably ready for the classroom just based on how its able to be
sold on a wide scale like what I was talking about earlier the oculus headsets those
are like becoming pretty popular now I feel like so if they are safe for like the
market Im sure they could be implemented in the classroom.
Sean Mills interview 3 transcription:
1. What teaching style best helps you learn in the classroom and why?
I would say, uh, definitely not reading I think what helps me the most is when I see a
video that engages my interests and then I do an activity to reinforce what I saw in
the video
2. How effective do you think learning games in the classroom are for learning, like for
example Kahoot?
Um Kahoot specifically not so much but I think learning games are definitely good
because they engage the student, they keep the student active.
3. What do you know about virtual reality besides gaming if anything?
I do know uh a decent bit I’ve used one before
4. So you say you’ve used one before…um... what was that experience like when you used
it?
Um…it was honestly very entertaining just because it was the first time I’ve done it
and I was younger and it was…yeah…it was pretty entertaining
5. So you said you’ve used one, how do you feel about including virtual reality in the
classroom setting?
I am not sure how that would work but that seems like it would be interesting and it
seems like the students would probably be interested so I would look into it
6. Would you have any opposition to using virtual reality in the classroom and explain why?
No, I think that if this helps the student learn I would be all in favor of using virtual
reality

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7. So that being said, what positive or negative impacts do you think virtual reality could
have on education and why?
Negative? I see like it being distracting. Positive I see it being engaging so I guess
like everything has its pros and its cons
8. In what ways do you think that virtual reality could be used in the classroom?
I mean if I had to say an example maybe like discovering like the earth or like
showing places like geography
9. Um and what classes do you think would benefit most from a virtual reality experience?
Sciences probably, to an extent, and maybe history and I guess geography classes as
well
10. If using virtual reality in the classroom involves an extra expense, how do you propose
universities could cover this expense and would this extra expense be worthwhile to you?
Why or why not?
So, I have no idea where I would get the money from…um…If I had to say I’m sure
there’s some things that universities still supply like you know like uh like physical
books that could be cut back or something. Um, but…yeah I’m sure they could get
them they’re not that expensive anymore its not like they’re that new so the
technology has definitely decreased in cost. Uh anything else you said with that
question?
I was just saying would the expense be worthwhile to you if it had to maybe come out of
your pocket or your tuition was raised?
So it depends how much it would be raised…um I’ve seen virtual reality devices
where you hook it up with your phone and they are like cardboard so I’m sure those
would be super inexpensive…uh if it were you know were talking about like 100
bucks, I’m down, anything more than 100 bucks I’d probably be against
11. How well do you think professors can adapt virtual technology to their curriculum?
Um…well…I think that younger students that are more tech savy they would
probably be able to adapt a lot more easier and would be better at doing it than
older professors. Older professors would definitely struggle, and they definitely
wouldn’t be able to do it adequately.
12. How frequently do you think virtual reality could be used in a semester?
I think this depends on what class we are talking about…I think if we’re talking
about, like I said, a geography class I could see it being used everyday of class…if
we’re talking about a math class I can’t see it being used at all.
13. So would you be more excited to learn using virtual reality and could you maybe give me
a couple reasons why?
Yeah absolutely, I would definitely be excited to learn and using virtual reality just
because it's something new, something that I’ve never done. I would be interested to
see how its done and I would be interested to see the programs that universities
could come up with and for students to use.
14. Do you think students would focus better using a virtual reality classrooms rather than
say a zoom classroom during the pandemic?
um…honestly I’m unsure about that I could see it going either way and I think it
really just depends on how the virtual reality is done and how well its done

29
15. So do you think virtual reality is ready for the classroom environment or do you think it
still needs to develop further before being implemented and maybe explain your
reasonings why?
I'm not sure exactly for what purposes but like I said the one for geography I could
see being used right now without any alterations from what I saw in like 2015. Now
if we’re talking about a more complex system than they would probably need a little
bit more alterations but I’m sure that with technology the way it is now that we
could get that done quickly and then universities could have it honestly in the next
few years
Will Edwards interview 1 transcription:
1. What teaching style best helps you learn in the classroom? Why?
Uh, um, probably hands-on learning like a teacher, professor explaining something
and then working with it to make sure that we understand it.
2. How effective do you think learning games in the classroom are for learning? For
example, Kahoot.
Uh, definitely important it is more memorable, like the information when you do it
with something more interesting than just reading off a PowerPoint.
3. What do you know about virtual reality? (Besides gaming)
Uh, I don't know much at all.
4. Have you/someone you know ever used Virtual Reality before? What was their
experience like?
I've used virtual reality before like through my phone but it was like a game and I,
it was kinda confusing but I don't think, I just I didn't know how to use it so.
5. How do you feel about including VR in the classroom setting?
Um, it be interesting, very interesting. Might be a little difficult, I mean if you have
something that would be useful for that, like a subject or a topic or something it
could definitely be more interesting, or useful.
6. Would you have any opposition to using VR in the classroom? Please explain.
I guess, I guess it really depends on like what class it is because if they’re those
classes that are just like lecture based, not hands on then it’d be difficult to useless.
7. What positive/negative impacts do you think VR could have on education and why?
I think it would be new, like a new way to incorporate like different types of ways of
studying and that’d be definitely more interesting for students rather than just
sitting and reading all day, by being able to do something like that.
8. In what ways do you think VR could be used in the classroom?
Yeah, I have no idea.
9. What classes do you think would most benefit from a virtual reality experience?
Probably science, the sciences. Labs, lab classes.
10. If using VR in the classroom involves an extra expense, how do you propose universities
cover this expense? Would this extra expense be worthwhile to you? Why or why not?
Honestly, unless they find a way to make it used in a widespread like throughout
campus I think it would be too costly, it would be hard to justify that if not as many
students are using it.
11. How well do you think Professors can adapt VR technology to their curriculum?
Um, I guess just finding ways that they can use them, break up some time and create
like a new way to teach that.

30
12. How frequently do you think VR could be used in a semester? Why not more or why not
less?
I think it yeah if it's a class that can use, that has ways to use it then they could
probably use it more frequently if they find that it's popular and that students enjoy
it and it's not too difficult to like set up and stuff, probably less frequent in other
types of classes.
13. Would you be more excited to learn using VR? Why?
Uh, yeah definitely I think it’d be interesting too like learn in a new perspective
rather than hearing it just straight from the professor's voice, I don't know exactly
what it would entail but it would be interesting.
14. Do you think that students would focus better using VR classrooms rather than Zoom
during this Pandemic? Please explain.
Um, probably I mean I know I would if that was like a way to do it rather than just
like doing assignments on your laptop it's, if you could do it from home and like
have a new way of doing it I think that would definitely be, students would be more
interested and probably take it more seriously because it’s interesting.
15. Do you think VR is ready for the classroom environment or still needs to develop further
before being implemented? Please explain your reasoning.
I have no idea because I don't really know much about virtual reality.
Will Edwards interview 2 transcription:
1. What teaching style best helps you learn in the classroom? Why?
Uh, definitely more, kind-of hands on stuff, so not necessary like just looking at a
PowerPoint slide, um, and the reason why it works so well for me is 'cause, I mean a
lot of the stuff I do in my degree is hands on so you know going over, just going over
slides every single day for like a science usually doesn’t workout too well so I'd
rather you know we do problems and things like that so.
2. How effective do you think learning games in the classroom are for learning? For
example, Kahoot.
Oh extremely. As long as you, you know you make the questions actually challenge
you to think about things, you know things that are more relevant to the class rather
than just like a Kahoot thats got random stuff on it, then I, I think they're extremely
helpful.
3. What do you know about virtual reality? (Besides gaming)
Uh, a decent amount. I've played around with Oculus and those kind of virtual
reality things. I've never used virtual reality for like teaching or anything like that,
but I think it's got, I think it's a platform that could be used pretty well in the
future.
4. Have you/someone you know ever used Virtual Reality before? What was their
experience like?
It was more comical than anything 'cause we were just playing games and stuff. Um,
I, I think like I said I think it's got pretty good potential for it to be used for all sorts
of different applications but in my experience it was just more for fun.
5. How do you feel about including VR in the classroom setting?
Um, I think it can be pretty beneficial if used correctly. Um, you know using virtual
reality, there’s a very thin line between being able to use it for teaching rather than
you know, just being able to use it to throw people into, you know, I guess, how

31
would you say, I think I, I definitely think it has more potential for teaching it's just
a matter of riding that fine line and making sure that you're actually using it
beneficially rather than negatively 'cause you can definitely, I feel like, you can
definitely get hooked on virtual reality since it's whatever you want it to be.
6. Would you have any opposition to using VR in the classroom? Please explain.
I don't think so necessarily, like I said I think it should just be used in moderate,
moderate use and also, as long as it's used correctly 'cause I feel like, like I said I feel
like there's a very thin line between using virtual reality for credit rather than for
just mind numbing effects.
7. What positive/negative impacts do you think VR could have on education and why?
I think positive effects, it opens up an entirely new teaching style which can be fresh
because I mean definitely for me, I feel like experiencing a lot of the same things
with school leads me to, you know, feel kind of burnout, feel kind of repetitive.
Negatively, I think that virtual reality, it's very fresh and also I've seen virtuality be
used I guess more, more, what's the word I'm looking for, I've seen virtual reality be
used a lot more for personal use rather than for educational use and I think that
people get hooked on it very easily 'cause like I said it's you know a break from the
actual reality that we're living in so I think that negatively there's, there has to be
kind of a criteria for how you use it, just so virtual reality doesn't become negative
in the classroom, to say the least. I guess that would probably be a few reasons.
8. In what ways do you think VR could be used in the classroom?
I, I definitely think it can be used for a lot of things, you know being able to show
students, like let's say students, medical students, being able to show them a more
in-depth analysis of, you know the human body or something like that or with my
degree being able to you know analyze chemical compounds in a more 3D structure
because trying to understand 3D compounds on 2D paper isn't exactly the easiest
thing to do so I think, I think definitely that's some applications it could be it could
be useful in the classroom but those are very specific but also this you know it is a
vast majority of what, what's possible.
9. What classes do you think would most benefit from a virtual reality experience?
Oh, uh definitely I mean you know the medical field like kinesiology or with my or
what I think we can, organic chemistry, biochemistry those classes where like I said
you have to analyze 3D structures in a 2D plane is almost impossible and just being
able to, you know, being able to view something right in front of you in the right in
the right orientation rather than trying to wrap you know wrap your head around
something that's like I said you know we live in uh, we live in a 3D World
technically but trying to trying to go through classes or trying to analyze certain
parts of our certain parts of our classes in a 2D plane is a lot more complicated.
10. If using VR in the classroom involves an extra expense, how do you propose universities
cover this expense? Would this extra expense be worthwhile to you? Why or why not?
Um, I think, you know, most universities they have the, they have the, the budget to
be able to fit something in, like an expense like that. I don't think it's something
where they should convert everything to virtual reality, like all of our classes or
stuff, but I think if you can pick out the certain classes that would benefit immensely
from it and kind of treat it as not necessarily using virtual reality only in a class but
maybe having like a virtual reality lab for you know the certain classes that would

32
actually benefit from it and I ,like I said, I think universities already have, you
know, enough capital to be able to cover an expense like that.
11. How well do you think Professors can adapt VR technology to their curriculum?
Um, I think it would definitely come with a few barriers. Some professors who have
been teaching for years and years probably wouldn't be too inclined to try it but at
the same time they really have nothing to lose since you know they, they have their
own teaching style but being able to incorporate something so new and so fresh
might benefit to the class as a whole, whether it's you know students are more
proactive with discussions or whether they're actually understanding the material
better because you know not, not every single thing you can teach in the classroom is
going to actually be fully understood by your students.
12. How frequently do you think VR could be used in a semester? Why not more or why not
less?
Um, I think it could be used at least once a week. Now let's say you have a Monday,
Wednesday, Friday class, you have a virtual reality experience on Wednesday or it
could be more used based on the material that you're doing. So let's say, you know,
the teacher thinks that this, this certain, you know, this certain section of the
textbook would be more better analyzed in a virtual reality capacity. So I think it, I
think it kind of, can be determined by the teachers who are actually using it but in a
semester I think it would be used pretty frequently rather than you know only using
it once a month or for various very special occasions.
13. Would you be more excited to learn using VR? Why?
I think so, definitely I mean it depends for me given the classes I have left but some
of the, some of the things I've learned, some of the, some of the classes I've been
through, if virtual reality was an option to learn it or to use it for certain you know,
certain sections of what we were learning I definitely think I would have learned it a
lot more efficiently and actually understood it a lot better, but that's just that's just
my personal opinion.
14. Do you think that students would focus better using VR classrooms rather than Zoom
during this Pandemic? Please explain.
Um, I think, I think using VR instead of zoom would be a lot more immersive but
also it just depends on the teaching style of the professor because if they’re trying to
teach just from a PowerPoint that they made a few years ago rather than trying to
immerse the students in active, active situations or active problems using virtual
reality then it wouldn't be as useful but at the same time I was never the biggest fan
of zoom just because it never fully grasped my attention and kept me, you know, a
lot of times they didn't even keep me near my computer because teachers weren’t
very rigorous at making sure you were being active within the classroom.
15. Do you think VR is ready for the classroom environment or still needs to develop further
before being implemented? Please explain your reasoning.
I think, I think virtual reality, in the most basic level, is already far more advanced
than a lot of classroom techniques for sure. Um, I think that it is ready to be
implemented in the class room but I don't necessarily think that anyone has thought
about using it in a classroom like that. I'm sure, I'm sure there is, but at the same
time I think it, I think it has the potential and it has already the capacity to actually
be implemented.

33
Will Edwards interview 3 transcription:
1. What teaching style best helps you learn in the classroom? Why?
I like hands-on learning, I’m a visual learner so it helps when I get to actually see it
and apply it.
2. How effective do you think learning games in the classroom are for learning? For
example, Kahoot.
I used Kahoot in high school and it was useful but I haven't used it in college so I
don't know how effective it is, but for me it was pretty effective.
3. What do you know about virtual reality? (Besides gaming)
Besides the games, I don't know anything about it.
4. Have you/someone you know ever used Virtual Reality before? What was their
experience like?
I've used it only as a game but that was it. Yes, I enjoyed it, it was fun.
5. How do you feel about including VR in the classroom setting?
Depending on how it's used I think it could be useful but I'm not sure how
comfortable I'd be with it replacing actual in class like learning.
6. Would you have any opposition to using VR in the classroom? Please explain.
Yes, because I like actually interacting with people, I don't like things all like online
and like, like, I don't even like doing zoom so I wouldn't like doing even more fake
than that.
7. What positive/negative impacts do you think VR could have on education and why?
I think it will be useful for like hand, like seeing things hands on, but not in a rep..
but not for replacing actual in person education, yeah.
8. In what ways do you think VR could be used in the classroom?
To simulate things that we learn about that we can't necessarily see or like do or
have access to like surgeries or like maybe like if they're talking about like stuff in
history like we could like do a virtual reality with like that stuff.
9. What classes do you think would most benefit from a virtual reality experience?
Science and history classes.
10. If using VR in the classroom involves an extra expense, how do you propose universities
cover this expense? Would this extra expense be worthwhile to you? Why or why not?
I think they could take funding from other things and put it towards that, like
instead of like building a bunch of new buildings that like only apply to certain
majors, they could do it for like, look into like that for maybe all like majors I guess.
What was the second part of question? Would this extra expense be worthwhile to
you? No, if I have to pay for it, no. I’d rather just watch a movie about it.
11. How well do you think Professors can adapt VR technology to their curriculum?
Um, I don't think most teachers would adopt to it very easily unless it was like what
they first started teaching with so the newer teachers might have an easier time
adapting to it because that's what they're taught how to like teach but like teachers
are used to like old fashioned learning like even like teachers that like grew up on
zoom I think would still have a hard time adapting to it.
12. How frequently do you think VR could be used in a semester? Why not more or why not
less?
I don't know I'd have to know what exactly they were using the virtual reality for,
for me to know or to guess how frequently it would be used. If I was paying for it in

34
my tuition like an extra expense I would want to use it to its fullest extent, so as
much as I could.
13. Would you be more excited to learn using VR? Why?
Yes, because like I would be excited 'cause it's something new but as long as it
doesn't replace in-person education or it's not used well yeah that's just yeah I'd be
excited for it I guess as long as it didn't replace that like traditional teaching.
14. Do you think that students would focus better using VR classrooms rather than Zoom
during this Pandemic? Please explain.
Yes, because first it will be more interesting than zoom and more interactive
because you can't just turn off the screen and mute yourself. It would be like in-
person kind of, it would be the closest thing to in-person without being actually in-
person.
15. Do you think VR is ready for the classroom environment or still needs to develop further
before being implemented? Please explain your reasoning.
I don't know too much about it, so I would have to know like, I would have to look
into it more to know if it is ready for in-person or in-class use.

Appendix 2: Thematic Analysis

Shaila Sadia - Thematic Analysis:


A couple of the themes that were common amongst my three interviews were that there
was a lack of knowledge about VR’s features besides its basic gaming purposes. Although they
all have some experience with VR, they don’t own VR sets themselves. A couple thought that it
would be more of a distraction but found that simulations were interesting for learning. They also
felt that most college students wouldn’t want to pay for the extra expense for using them in class.
They seemed to prefer learning independently. They haven't been exposed to VR enough to
know how its other features like simulations, virtual classrooms/office, or virtual travel. I think
that further exposure would make VR a more common tool in classrooms.

Kayley Skorupski - Thematic Analysis:


There were a couple themes that presented themselves within the three interviews I
conducted from current college students. Within all three interviews, the interviewees were
unable to recount uses of virtual reality outside of gaming scenarios as well as none of my
interviewees had ever had any personal experience with virtual reality. I think it is then hard to
be able to have a conversation with a person about virtual reality use in the classroom if they
have never been exposed to it in the first place. Another common theme I found among the
interviews was that they believed using virtual reality in the classroom would be a major
distraction to people and hard to implement in the classroom. My interviewees stated that
“technology can be seen as a distraction” and being that virtual reality is a form of technology,
they thought that it would be difficult for the students to focus on the educational content
provided from virtual reality and instead only be focused on a game aspect of it. The
interviewees also believed that virtual reality would be difficult to implement in the classrooms
because of the price, availability of use, and relevant coursework to accompany virtual reality.
They believed price was a major factor due to the fact that most universities may not have the
budget for virtual reality. Another point that was brought up was the fact that each class may

35
only have access to one or two virtual reality systems, meaning the rest of the class is sitting
there waiting for their turn which is losing valuable educational time in the classroom. Finally,
the interviewees had difficulty thinking of certain classes and majors in which virtual reality
would even be a benefit and overall, they were unsure whether all the benefits outweighed the
cost of the product.

Sean Mills - Thematic Analysis:


There were a few themes that I noticed when reviewing my interviews. The first one was
with regards to the cost of implementing VR into classrooms. The students that I interviewed
liked the concept of implementing VR into classrooms but felt that the expense should be
covered by the University. I noticed that among the interviews it was commonly thought that the
only logical way of being able to afford implementing VR on campus would be through raising
tuition. Another theme that was common amongst my interviews was whether the professors
would be ready to take on the challenge of implementing VR into their classes. It was referenced
how it was a struggle for many of their professors to adapt to online learning through Zoom and
were skeptical that some of the older professors would not be able to handle the technology of
VR.

Will Edwards - Thematic Analysis:


During my interviews, common themes arose. One theme was that students believed that
virtual reality would help students focus and would overall be beneficial in the classroom.
However, my interviewees were not willing to pay for the virtual reality tools, believing that the
school should cover the costs. If virtual reality meant increased tuition, it was not worth it. One
student suggested the money comes from taking “funding from other things and put it towards
that (virtual reality), like instead of building a bunch of new buildings that only apply to certain
majors.” Another theme that arose was that the people I interviewed were not confident that
teachers, especially older ones, would adapt well to implementing virtual reality to their
curriculum. One interviewee states “some professors who have been teaching for years and years
probably wouldn't be too inclined to try it.” When it comes to the evoked set, Oculus virtual
reality was the only brand specifically named during the interviews. This theme of not having a
lot of knowledge of what virtual reality brand options are available is something universities
would need to overcome. There are many retailers for VR and Oculus is one of the more
expensive ones, leading to a misconception that VR must be expensive. Overall, the interviewees
seemed willing to try VR and think it would be an immersive way to learn.

36
References

Flynn, C., & Frost, P (2021, April 16). Making VR a Reality in the Classroom. Web.
https://er.educause.edu/articles/2021/4/making-vr-a-reality-in-the-classroom%5C

Marks, B., & Thomas, J (2021, July 8). Adoption of virtual reality technology in higher
education: An evolution of five teaching semesters in a purpose-designed laboratory.
Web. https://link.springer.com/article/10.1007/s10639-021-10653-6

Mason, D. (2021, March 4). Google's no longer selling cardboard VR headsets, but you can still
make your own. PCGamesN. Retrieved December 3, 2021, from
https://www.pcgamesn.com/google/cardboard-discontinued.

Oculus. Education experiences: Oculus. Oculus. (2021). Retrieved from


https://www.oculus.com/experiences/go/section/161391067688077/#/?_k=v6m7r3.

Oculus safety center. Oculus. (n.d.). Retrieved from https://www.oculus.com/safety-center/.

ProVsCons. (2021). Why is VR not for children under 12 years old? ProVsCons. Retrieved from
https://provscons.com/why-is-vr-not-for-children-under-12/.

Schaffhauser, D. (2019, May 15). 9 Amazing Uses for VR and AR in College Classrooms. Web.
https://campustechnology.com/articles/2019/05/15/9-amazing-uses-for-vr-and-ar-in-
college-classrooms.aspx

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