Meaningful Learning Through Virtual Reality Learning Environments: A Case Study in Materials Engineering
<p>Representative virtual reality learning environments (VRLEs) designed with virtual reality (VR) software several years ago: (<b>a</b>) tensile testing; (<b>b</b>) compression testing; (<b>c</b>) X-ray evaluation; and (<b>d</b>) crystal lattices simulation.</p> "> Figure 2
<p>More recent VRLEs designed with newer VR software: (<b>a</b>) ultrasonic testing; (<b>b</b>) Rockwell hardness testing; (<b>c</b>) crystal lattices analysis; and (<b>d</b>) Vickers hardness testing.</p> "> Figure 3
<p>Design process of a VRLE previously described and published elsewhere.</p> "> Figure 4
<p>A newer design process, including a step-by-step protocol, as described in this publication.</p> "> Figure 5
<p>Schematic of the methodology followed in the present study: (<b>a</b>) during 2015–2018; and (<b>b</b>) in 2019.</p> "> Figure 6
<p>Accuracy rate (students’ marks) of survey questions provided by students, who participated a year earlier in class sessions covering fundamental concepts in material science and engineering (MSE) through VRLEs.</p> ">
Abstract
:Featured Application
Abstract
1. Introduction
2. Virtual Reality Learning Environments
- Modeling software and 3D animation: dedicated programs were used to create three-dimensional virtual environments. These are the same software as those used in the production of current films, video games, and projects and previews of engineering and architecture. Although other software alternatives were available (Cinema 4D, Autodesk Maya, Blender, etc.), Autodesk 3D Max (v. 2018) was selected in the design of VRLEs shown in Figure 2.
- Game engines: originally created for video game programming, these engines are responsible for generating interactive images of a video game or an IVR application. These tools provide a rendering engine to generate: (i) 2D and 3D graphics; (ii) an environment that detects physical collisions between objects; and (iii) visualization of the responses to those collisions, interaction with the environment, realistic materials physically based rendering (PBR), lighting with bounces, raytracing, sounds and music, animation, artificial intelligence, communication with the network, multi-users, memory management, etc. Another important feature is the possibility of developing different platforms and technologies for: (i) Android and iOS mobile devices; (ii) desktop computers including Windows, Macintosh, HTML5, and Linux; and (iii) consoles such as PlayStation, Nintendo Switch, and Xbox One. Although several options were available (e.g., Unity and CryEngine), UE4 was selected for the design of enhanced VRLEs shown in Figure 2.
- Level: contains the main code, from which key elements (user inputs, movement of objects and cameras, and the show-and-hide of interfaces, buttons and help elements) are created.
- Character: establishes the avatar that the user controls.
- Game Mode: defines a centralized repository of variables required by other blueprints.
- Player Controller: specifies aspects of user control.
- Widgets: position the interfaces that allow displaying of buttons and messages.
- Actors: allow the use of objects in a given scene with advanced functionalities.
3. Design Considerations of a VRLE
4. Meaningful Learning Analysis
4.1. Problem Statement
4.2. Methodology
4.3. Results
5. Discussion
6. Conclusions
Author Contributions
Funding
Conflicts of Interest
References
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Feature | VRLEs (5 years ago) Figure 1 | VRLEs (updated) Figure 2 |
---|---|---|
| No | Yes |
| No | Yes |
| No | Yes |
| No | Yes |
| No | Yes |
| Yes | No |
Question | Answers |
---|---|
| (a) HRC (b) HRB (c) HR15N |
| (a) Yield strength (b) Young modulus (c) Maximum strain (d) No answer is correct |
| (a) Hardened steel ball (b) Diamond in the form of a cone (c) Diamond in the form of a square-based pyramid |
Students’ Marks | 2015 | 2016 | 2017 | 2018 | 2019 |
---|---|---|---|---|---|
Mean (%) | 45.33 | 51.33 | 48.41 | 49.84 | 64.76 |
Standard deviation (%) | 6.93 | 7.60 | 7.50 | 7.11 | 11.23 |
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Vergara, D.; Extremera, J.; Rubio, M.P.; Dávila, L.P. Meaningful Learning Through Virtual Reality Learning Environments: A Case Study in Materials Engineering. Appl. Sci. 2019, 9, 4625. https://doi.org/10.3390/app9214625
Vergara D, Extremera J, Rubio MP, Dávila LP. Meaningful Learning Through Virtual Reality Learning Environments: A Case Study in Materials Engineering. Applied Sciences. 2019; 9(21):4625. https://doi.org/10.3390/app9214625
Chicago/Turabian StyleVergara, Diego, Jamil Extremera, Manuel Pablo Rubio, and Lílian P. Dávila. 2019. "Meaningful Learning Through Virtual Reality Learning Environments: A Case Study in Materials Engineering" Applied Sciences 9, no. 21: 4625. https://doi.org/10.3390/app9214625
APA StyleVergara, D., Extremera, J., Rubio, M. P., & Dávila, L. P. (2019). Meaningful Learning Through Virtual Reality Learning Environments: A Case Study in Materials Engineering. Applied Sciences, 9(21), 4625. https://doi.org/10.3390/app9214625