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VR Classroom: Enhancing Learning Experience


with Virtual Class Rooms
Kodai Oiwake, Kosuke Komiya, Hina Akasaki, Tatsuo Nakajima
Department Computer Science and Engineering, Waseda University
{k_oiwake, kosukekomiya, h.akasaki, tatsuo}@dcl.cs.waseda.ac.jp

Abstract—Virtual reality technologies are promising to However, the recent progress of virtual reality (VR)
effectively enhance our daily experiences. Enhancing learning technologies may overcome the drawbacks because the
experiences with virtual reality technologies is one of
technologies offer people plausible feeling to virtually
important directions to make the technologies change our daily
lifestyle, because students in classes need not gather together in gather together in the same location although they actually
the same location. However, virtual reality technologies offer reside in distant locations [11, 12]. They can use mobile
plausible feeling to them residing in the same location. devices such as head mounted displays (HMDs) or
Students can attend their classes anytime anywhere from their smartphones to access virtual spaces where they collocate
mobile virtual reality (VR) devices, but they feel to take a class virtually. Also, there are several character input methods
in the same class room. Moreover, virtual reality technologies like [5]. Therefore, class rooms to take lectures becomes
can provide additional effects that cannot be realized in
traditional real-world class rooms. The paper proposes VR
ubiquitous and mobile, and the structure of classes may be
Classroom that offers a virtual space where students and a changed from a formal style to a more ad-hoc style.
teacher virtually reside in the same location. VR Classroom Moreover, the virtual space is different from real spaces
also provides several features to motivate students through because people may become fictional characters, and also
fictionality realized by virtual reality technologies. After various fictional effects can be incorporated in the virtual
describing an overview of VR Classroom, we show its space [3]. These fictionality may increase students’
prototype implementation and user study.
motivation for their learning in the virtual space [2, 9].
Keywords – Virtual Reality; Distributed Classrooms; Mobile and These features are very promising to be used for enhancing
Ubiquitous Access; Human Motivatin; people’s learning experiences.
I. INTRODUCTION In this paper, we propose VR Classroom that offers a
In education, classes are usually taken by many students virtual space where students and a teacher virtually reside at
and play a very important role in learning. Currently, these the same location (see Figure 1). VR Classroom offers the
classes are offered in various forms. The most common following features.
way is that a teacher and students gather together at the 1. A teacher and students gather together in the same
same location and the teacher gives instructions directly to virtual space realized by virtual reality technologies.
the students. Although this real-world class form has the
advantage where students and teachers can communicate in 2. Each person in the virtual space can communicate with
the real-time with face-to-face, the cost that the students each other through an anonymous text chat functionality
and teachers need to gather in the same location is high, in offered by VR Classroom.
particular, in the case that the students reside in various 3. All class materials and objects used in classes can be
distant locations Another way is to take classes remotely shown in front of students, and it is possible to add
through information technologies such as recorded video special effects on them.
streaming. This approach not only reduces the cost of
gathering together in the same location as opposed to real 4. Each student can use a familiar avatar as his/her agent.
world class forms but also has the advantage that students The first and second feature allow VR Classroom to realize
can watch the contents that they want to use at any time, face-to-face communication virtually even if they reside in
especially in the case of video streaming. On the other hand, distant locations without increasing the cost to gather
since students and teachers cannot communicate in real- together in the same location. The feature enables VR
time with face-to-face, the disadvantage makes it hard to Classroom to combine the advantages of traditional real-
offer immediate feedbacks from students. world class forms taken in real spaces and remote class
forms. The second, third, and fourth feature that are
essential contributions of VR Classroom are that using

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virtual reality technologies increase students’ learning III. DESIGN OF VR CLASSROOM


motivation. In this study, our design is based on the ARCS
model [4] that is a popular framework to design the Maintaining the motivation of students to classes is one of
motivation of students in the institutional design. the most important factor in learning. To achieve or to learn
something through the classes, students need to make their
efforts continuously. Therefore, if the classes give students
incentives to continue to make their efforts and maintain
their motivation, their learning experiences in their classes
become more fruitful. The ARCS model [4] is a framework
that explains essential factors of human motivation in
learning. In this framework, there are four elements that
increase students’ leaning motivation: Attention (getting or
sustaining attention), Relevance (the reason why they learn),
Confidence (level of understanding), and Satisfaction
(feeling good to listen to classes). Designing classes with
these elements in mind will make the classes more effective.
VR is a technique that makes people feel that non-existing
things actually exist by offering images or sounds through
Figure 1: A view of VR Classroom information technologies. When a system presents what
people cannot see or where people cannot visit immediately,
This paper is structured as follows. Section II presents some
VR works effectively. Because of these VR’s features, when
related work to our study. In Section III, we describe design
issues of VR Classroom. Section IV shows the designing classes based on the ARCS model, introducing
implementation of VR Classroom. In Section V, we present VR for designing classes works well.
an overview of an experiment to evaluate the effectiveness of These are several examples to use the elements of the ARCS
VR Classroom, and Section VI shows the results of the model as follows.
experiment and the analysis of the results. Finally, we
conclude the paper in Section VII and also describe some (1) [Attention] Presenting materials or objects just in front
future directions. of each student makes him/her strongly focus on them.
II. RELATED WORK (2) [Relevance] Present materials and objects more clearly
makes their contents more understandable and students
Some previous researches have investigated the use of VR
can easily understand the import points in the lectures.
in classes. For example, ClassVR displays 3D objects in
HMDs. [13] In this example, VR are introduced to help (3) [Confidence] Messages from students are opened to the
students better understand classes. However, ClassVR does public anonymously. This is because anonymity makes
not have functions to communicate with others in a virtual people feel freely and speak more actively. Moreover,
class room or people who are in distant locations. Also, questions opened to the public may help other students
Rizzo simulated a class room in a VR space for ADHD who have same questions. Also, students can see the
children, and he succeeded in reducing the costs to build a blackboard just in front of them even if their avatars are
real-world class environment [8]. not in the front row.
Moreover, our approach is closely related to multi-user VR (4) [Satisfaction] Using familiar avatars as their agents
Classroom [10]. Students and a teacher are gathered makes students feel good, and their classes may become
together in a VR space and classes are taken in the space. more enjoyable or satisfactory one.
They can manipulate their own avatars each other, and they
communicate in real-time through a text chat. Although the In most of previous work described in Section II, these class
study is similar to our approach in terms of the system designs do not explicitly consider human motivation.
design, the system does not evaluate the effect of classes in However, introducing the ARCS model enables us to
a VR space through a user study. discuss the motivation of students in class design more
A new learning style named active learning recently systematically.
becomes popular [7]. In a conventional learning style, As a prototype to realize VR-based classes based on the
students mainly listen to a teacher’s lecture. On the other ARCS model, we propose VR Classroom. VR Classroom
hand, in active learning, students themselves lead their focuses on face-to-face communication even if students and
classes, and students actively participate to their classes a teacher reside in distant locations without increasing the
through discussions or group works. cost to gather together in the same location, and also VR
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Classroom focuses on increasing students’ learning Satisfaction Use a familiar avatar as students’
motivation. We realize these approaches in the following agents.
way. We prepare a virtual space where students and a Some essential functions that VR Classroom introduces to
teacher virtually reside at the same location, and they use increase students’ learning motivation are summarized in
avatars in the space. PowerPoint slides are displayed on the Table 1. As avatars that students use, we adopted Unity-chan
blackboard in the space. To communicate among them in [16], who is a 3D character with familiar looks. On the other
real-time like a real-world class form, a voice chat from a hand, a blue suit man is adopted as a teacher’s avatar to
teacher to students and an anonymous text chat from distinguish the teacher from students. The movements of the
students to the others are adopted. Texts can be input teacher are captured by Kinect [18] and the movements are
through the HTC VIVE [17] controller that students use, reflected on the teacher’s avatar in real-time, and this
approach avoids making students feel unnatural about the
and everyone in that space can see the messages sent by any
behavior of the teacher. The teacher can present PowerPoint
students (see Figure 2 and Figure 3). slides, materials or objects in front of students by operating
keyboard (see Figure 4).

Figure 2: An input field of a student and his/her text chat log

Figure 4: Materials shown in the VR Classroom

IV. IMPLEMENTATION

Figure 3: A view from a teacher side and his text chat log
Table 1: ARCS model and VR Classroom
ARCS model Functions to Increase Students’
Motivation in VR Classroom
Figure 5: VR Classroom System Architecture
Attention Display materials or objects related
to a class. In the current implementation of VR Classroom, a teacher
Relevance Present materials and objects more and students are gathered in the same virtual space. The
clearly for making their contents entire architecture of VR Classroom is shown in Figure 5. A
more understandable. teacher starts a unity application on a PC server. In the same
Confidence Send messages anonymously. way, students also start an application to connect to the
Seeing the blackboard closely. server. The teacher interacts with a keyboard and a
microphone on the PC or Kinect [18] camera. Students use
HTC VIVE [17] controllers for the interaction. The
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information of the interaction by the teacher and students is So, each part took six minutes. Participants experienced all
reflected on the unity application, and it is exchanged three types of class forms in any one of them. To eliminate
between the server and the clients through the Wi-Fi the bias for the order to take the classes, each part was taken
connection. in a random manner by participants. For example, one pair
A. Hardware took the real-world class form as the first part, the remote
class form as the middle part, and the VR class form as the
Students use HTC VIVE [17] controllers and HMDs to last part, and another pair took the VR class form first, next
input texts and to see a classroom in a VR space. A teacher is the real-world form, and finally the remote class form was
uses Kinect [18] to capture his/her movements and a taken. In the real-world class form, participants and a
keyboard to display slides, materials or objects. teacher were in the same physical room, and participants
B. Software could listen to the lecture or ask questions to the teacher (see
Figure 6). In the remote class form, a pair of participants
This system is developed based on the Unity 3D game were divided into different rooms, and watched a video in
engine [15]. Also, Skype [14] is used for a voice chat. respective locations (see Figure 7). In the VR class form,
V. USER STUDY participants were divided in different locations like the
remote class form, and listened to the lecture or ask a
A. Objectives question with HTC VIVE (see Figure 8).
Through this user study, we tried to evaluate the
improvement of students’ motivation to attend lectures
based on the ARCS model. The results of VR Classroom
were expected to be in the middle of traditional real-world
class forms that a teacher and students can communicate
with face-to-face and remote class forms that students
independently watch video streaming. So, we carried out the
following experiment in this user study: Participants take
three types of class forms (real-world, remote, and VR).
After that, they are asked about their motivation changes
through the lectures by questionnaires and interviews.
B. Participants
Figure 6: Experiment of real-world class
We hired twelve participants (ten males) between ages 20
and 23 (m = 21.33), who were all college students. Eight
participants had knowledge or experiences of using VR,
while the others did not have any prior experiences with VR.
All of them had the experiences of real world class forms,
and only one participant did not have experience of remote
class forms.
C. Study Procedure
In the experiment, participants teamed up in pairs, and they
took three types of class forms which we prepared for
students. The authors of this paper played a role of a teacher
in the classes.
Figure 7: Experiment of remote class
First, the teacher told participants about the objectives of
our study and collected their basic information about their
past experiences with classes. Then, participants had ten
minutes to practice VR Classroom, where they could try
HMDs and inputting texts with a controller. After the
practice, they experienced the three types of class forms.
As lectures in the classes, history or geography that
participants were not familiar with were taught. It was about
eighteen minutes lecture, and the lecture were divided into
three parts that use the different types of three class forms.
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alone, it seems that the existence of other students


stimulated their concentration to the lecture. The second
advantage is anonymous text chat. When conducting the
experiment to extract insights, we asked participants to rate
how actively they ask questions in the classes based on the
Likert scale: 1 [most passive] and 5 [most active]. Although
the average of the results is 2, many participants commented
“I can ask questions or offer comments casually and
actively to give them useful comments thanks to the
anonymity.”. Moreover, some of them satisfied with the
answers from the teacher.
Figure 8: Experiment of VR class However, some disadvantages of the proposed approach
were pointed out. First, many participants preferred the
After taking the all three class forms, participants answered anonymous text chat, however some participants did not like
questionnaires based on the Likert scale [6] from 1[Lowest] the anonymity because the anonymous text chat is so casual
to 5 [Highest] on their Attention, Relevance, Confidence, that the class might decrease the seriousness. Second, while
and Satisfaction about each class form. Also, we conducted the participants took classes, they could not take other
interviews with the participants to extract more insights why actions such as taking notes or referring to books or Web
they answered the questionnaires. sites in the VR space. The simplest solution is recording the
VI. RESULTS AND ANALYSIS class in the VR space to review it later like in the traditional
remote class forms. Or, it is desirable to provide new
The results of the questionnaires in terms of the three types
methods to take notes and to check Web sites in the VR
of class forms based on the ARCS model were shown in
space.
Figure 9. Some participants answered the rate on the remote
classes lower. The average results of the remote classes
were the lowest in all of four elements in the ARCS model.
Some participants mentioned that “I do not prefer the
remote class because the class is taken from a teacher to
students from one-sided and there is no feedback from
students to a teacher”. About Attention and Confidence, the
results of the real-world class form were higher than the VR
Classroom. The participants complained “It is hard to input
texts and to take a long time for the inputs in the VR space.”.
Also, they said “I missed to listen what the teacher said due
to the hardness of the inputs and it is hard to watch slides
while a screen to input the texts was opened.”
About Relevance, the results of the VR Classroom were the
highest. The participants commented “I feel the materials
appeared in front of me are interesting and easy to
understand.”. Moreover, they also indicated “It is easy to
understand where the teacher wants to emphasize when
materials appeared so the class becomes more meaningful.”.
Also, about Satisfaction, participants evaluated that “The VR
class is the best.”. They mentioned “A familiar avatar made
the class more enjoyable and if there are a lot of visible
options of avatars, I can express my identity and the
empathy on the avatars would be increased gradually.”.
We found other advantages of the VR Classroom from the
participants’ comments in the interview. First, like the real-
world class forms, the participants thought “There are other
students who were taking the same lecture together in the
same VR space.”. Compared with when taking a lecture
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activities are done in the VR space, using the ARCS model


also offers good and systematic guides to motivate students.

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