VI. Analysis and Discussion
A. Use Cases of Technology-Based HCI
A number of use cases demonstrates the practicality and efficacy of the technology-enabled HCI for experiential learning: For example, learning resources can be provided through immersive virtual tours powered by 3D scanning technology as presented in Times Higher Education article, “How to Use 3D Scanning Technology to Create Virtual Tours for Your Students” (2024). These tours provide students with the opportunity to directly experience the real world space and environment through their computers or VR goggles, and are created through 3D scanning devices. Universities are scanning real historical sites and laboratories to provide these virtual tours for the students to explore and understand the intricate structure and layout of the study-areas. In a more recent example, 3D scanners were employed to create immersive exhibits for students studying Roman civilization (ScienceDaily.com, 2022).
Figure I.
Snapshot of a virtual scan using Matterport
1.
Figure I.
Snapshot of a virtual scan using Matterport
1.
Engineers are familiar with techniques such as this where a virtual tour of a manufacturing plant or process is created that takes them through the motions or operations of complex pieces of machinery and production lines without the need to visit a factory. This again broadens access to learning, but in addition it can now be done in a safe and less expensive way that brings the benefits of hands-on learning with minimal expense and an enhanced ability to structure experiences. In addition to this, online learning is being developed that combines 3D scanning and virtual tour technologies to show how theory is applied in practice and to make learning more engaging and effective (Makransky & Petersen, 2021).
Similarly, flight-training students at Embry-Riddle Aeronautical University in Prescott, Arizona use HCI-driven simulations for emergency landing procedures before performing them in actual aircraft, using VR flight simulation. According to Tianxin Zhang’s dissertation, ‘Comparing Training Effects of Virtual Reality Flight Simulation to Conventional PC-Based Flight Simulation’ (2017): The VR-based simulation provides an immersive training environment eliminating real-world risks and disruptions. It not only significantly improves students’ preparedness for real-world aviation crises where human error is often the factor in a catastrophic failure, but it also presents a more comprehensive approach to teaching students an entirely new skillset.The Zhang study found that VR training produced better post-training manoeuvres than that offered by conventional desktop simulations, with better user experience, more motivation and higher satisfaction. At Embry-Riddle, students can use VR flight simulation to move away from the traditional learning divide that often occurs between the classroom and the cockpit, opening up new possibilities for how people learn.
The use cases above illustrate how experiential learning through HCI can close the theory-to-practice divide and provide a more interactive and effective learning experience for students.
B. Measuring Effectiveness
Improvements in student performance, engagement and retention rates can clearly demonstrate effectiveness. Studies such as Hoffman et al (2016) observed that HCI-enhanced learning environments resulted in a 30 per cent higher retention rate than more traditional methods. Surveys and feedback loops offer additional valuable qualitative perspectives, while analytics tools can track simple measures of engagement, for example how much time students spend with an interactive module or how often they return.
A study published in 2023 in Humanities and Social Sciences Communications found that involving students in immersive technologies such as augmented reality increases learning retention and critical thinking, especially effective in STEAM or Science, Technology, Engineering, Arts and Mathematics programmes. The study further adds credence to Alkhabra et al., (2023)'s research which demonstrated how educators are accomplishing cognitive outcomes in educational engagements that incorporate immersive technologies: in a physics class, students were made to visualize and interact with complex scientific concepts, such as the laws of motion and electromagnetic fields and effects.
Similarly, another research conducted and published in the International Journal of Educational Technology in Higher Education found that educational technology such as VR and AR promotes engagement on the cognitive, behavioural and affective levels. According to the findings of the study by Bond et al., (2020), discussion forums, multimedia resources, Learning Management System (LMS), and the likes are extremely valuable tools for enhancing student interaction, participation and learning satisfaction. They improve the efficacy of HCI-driven educational practices. The results demonstrate that students who had adequate access to the tools were more likely to engage with learnings, with better performance and being more likely to stay with the learning and progressing further.
Figure II.
Engagement and disengagement by teaching tool typology
2.
Figure II.
Engagement and disengagement by teaching tool typology
2.
C. Challenges and Opportunities
There are lot of great benefits of using it, but on the other hand there are almost as many challenges when it comes to this subject. The main challenges of using VR and AR in education are high costs of the equipment needed, technical glitches and also need for specialist training not only for the users but also for educators. The main disadvantage of the VR and AR equipment is the high costs and many technical glitches with using it. However, the immersive and interactive experience that you can get with VR and AR are also very high and comparing to traditional resources, they can offer unique learning opportunities.
Tutors and instructors sometimes face technical difficulties such as system crashes, poor latency or incompatibility between hardware and software, which may pose obstacles to deploying VR and AR in learning. Such technical aspects may disrupt learning and require additional technical support to ensure smooth operation, which adds another layer of complexity to teaching through VR and AR. A study highlighted that both these technical issues and high initial cost ‘are still the major barriers for the adoption’ of such technologies in an educational setting. (Vats and Joshi, 2023)
As Dick E (2021) outlines, we should solve these problems by thinking strategically about long-term investment in infrastructure, by continual professional development for educators and with the ongoing development of a universal test to measure outputs of learning. This way, Dick (2021) concludes, ‘they can realise the potential of VR and AR in teaching’, and turn the world of education into ‘an exciting and effective place’ once more.
These challenges are also opportunities: developing cheaper VR solutions or smarter user interfaces, for example, can bring wider adoption. The added degree of immersion provided by VR and AR offers new ways of learning that can not be obtained through traditional books or even pictures and videos. VR and AR allow students to navigate in a three-dimensional virtual world, handle virtual objects in 3D and simulate situations. Students can interact with virtual content and then reflect upon and apply what they have learnt to real-world scenarios. For example, they could learn a chemical reaction by observing a giant atom falling down and getting smaller over the process and, then, simulate the reaction in a laboratory. On the collaborative side, VR and AR can enhance students’ skills by encouraging discussions and presentations while working in teams in the same virtual world. In this way, students are no longer limited by geographical boundaries, as they can interact with each other in virtual rooms and see, at the same time, how their virtual worlds have changed during the simulation.
Furthermore, partnerships between education and tech companies can promote equity and excellence in the use of VR and AR in education. It can also promote equity by providing equal access to educational resources using VR and AR, and by encouraging collaboration across different institutions of learning. Tapping into some existing infrastructure, such as school networks and digital resources, will lower the considerable costs associated with implementing VR and AR technologies in educational institutions while tendering to the specific needs of educators and learners.