Our Story
In the Fall of 2022, the University of Texas at San Antonio offered the Philosophy of Space Exploration course as the first pilot program utilizing virtual reality (VR) headsets.
It's been followed by six additional different courses through the Fall of 2024, all of which included a virtual reality component in the curriculum.
In Spring 2024, we held 8 VR sessions throughout the Spring 2024 semester in the DEx Lab, including the courses HIS 1053 (4 sessions), HON 3233 (3 sessions), and EGR 1351(1 session). Each course provided a unique opportunity for students to fully immerse themselves with the Meta Quest 2 headsets in unique locations and landmarks, historical times and events, and practice applying skills related to their career field.
Overall Student Feedback for Spring 2024
A total of 137 students actively participated in person, and 48 students provided valuable feedback through the survey. (Note: Some students did not answer all questions.)
Participation and Engagement
Top 5 Majors (Disciplines)
- Science and Engineering
- Business and Public Services
- Humanities and Social Sciences
- Arts and Media
- Health and Kinesiology
Preferred Learning Styles and Methods
Survey responses regarding preferred learning methods revealed that 65% of students felt positively influenced by VR experiences, indicating an openness to incorporating VR into their learning styles or exploring new methods.
VR Impact Use on Student Learning
- Enhanced Engagement and Interest: Students expressed that VR makes learning more interactive and fun, which keeps them engaged and interested in the material.
- Improved Understanding and Retention: Many students believe that VR can help them understand and retain information better by providing a visual and immersive experience
- Real-World Application and Perspective: Students value the opportunity to “experience” what they are learning about, which can lead to a deeper emotional and intellectual understanding of the topic.
Student Enjoyment of VR Experience
- Immersion and Realism: Students were highly impressed by the immersive quality of the VR experience, which made them feel as if they were physically present in the environment. For example, they appreciated the realistic interaction with objects and the ability to view historical events and places up close.
- Interactivity and Engagement: Students appreciated the interactive storytelling and the educational aspect that kept them interested in learning.
- Uniqueness and Technological Advancement: Many students expressed excitement about using VR technology for the first time and using advanced features such as hand tracking and 360-degree views.
Least Enjoyment of VR Experience
- Technical Difficulties: Students faced issues with the VR equipment, including uncomfortable headsets, non-functioning controllers, and difficulties in navigating the VR interface.
- Physical Discomfort: Some students reported physical discomfort such as headaches or disorientation after using the VR headset for an extended period.
- Content and Interaction Limitations: A few students felt that the VR experience was too brief or lacked depth in content while others found it isolating or would have preferred more detailed videos and the ability to explore more freely within the VR environment.
Technical Equipment Objectives
- Immersive Learning Environments: VR headsets provide a level of immersion and presence that is essential for transporting students into the virtual world, making the learning experience more authentic and engaging.
- Incorporate VR Development Skills: VR headsets serve as both a learning tool and a development platform, empowering students to design and build their own VR experiences, thereby enhancing their technical skills.
- Promote Collaboration: VR headsets promote teamwork and communication within virtual environments, preparing students for collaborative work in their career field.
Oculus Meta Quest 2: Why we chose this Device
- Extensive Content Library: Thanks to Facebook's development Meta ecosystem, Oculus Quest 2 boasts a broader selection of apps, games, and educational content.
- Superior Performance: With a higher-resolution display and more powerful hardware, Quest 2 delivers sharper visuals and smoother VR experiences.
- Ergonomic Design: The Quest 2's comfortable and user-friendly design, coupled with hand-tracking capabilities, ensures a more accessible and enjoyable VR experience compared to the Pico Neo.
Manage XR: Why chose this remote Management SoftwaRe
- Seamless Integration: ManageXR offers seamless integration with Oculus Quest 2, allowing for efficient management of VR content, user accounts, and devices within a unified platform.
- Content Distribution: ManageXR simplifies the distribution of VR content to multiple Oculus Quest 2 devices, making it an ideal solution for educators, businesses, and content creators looking to deploy VR experiences at scale.
- Analytics and Insights: ManageXR provides valuable analytics and insights into how Oculus Quest 2 devices are used, enabling administrators to optimize content, track user engagement, and make data-driven decisions for better VR experiences.
Overall Student Feedback - Spring 2024
Top Three (3) Courses Students Would Like to See VR Offered
- History: Using VR to experience historical events and places, making the subject more engaging and relatable.
- Science and Engineering: Applying VR to STEM fields, particularly for interactive labs and visualizing complex concepts in courses like anatomy, chemistry, and mechanical engineering.
- Art and Cultural Studies: Exploring art, culture, and geology, providing immersive experiences that can enhance understanding and appreciation of these subjects.
Student Responses
“I really enjoyed how the VR experience was very informational but still kept an engaging side that kept me interested in learning.”
“It felt like I was there physically and what is it like to be in that situation.”
“I enjoyed the experiencing the different perspectives... Seeing the impacts of war on different parts of the world was incredibly enlightening.”
“I like being able to see historical landmarks and museum exhibits as if I was actually there.”
Moving Forward
We are preparing for 5 VR courses for the Spring 2025 semester.
Funding for upgrading the existing 80 Meta Quest 2 headsets to the Quest 3S will be assessed before Fall 2025.
We will explore research and testing to integrate laptops/desktops with the Oculus Quest devices to expand additional learning and training content opportunities.
Initial Project Investment
- Oculus Headsets......................$39,920.00
- ManageXR Software................$8,976.00
- Wifi Router...................................$160.00
- Charging & Storage Carts.....$5,598.00
- iPads.............................................$598.00
- Chromecast................................$180.00
- Total Investment: $55,432.00
Contact Us
- Elyse Ramirez - Lead Learning Experience Designer; VR Educational Facilitation Specialist
- Email: elyse.ramirez@utsa.edu
- Linkedin: Elyse Ramirez Linkedin Profile
- Robert Granado - Assistant Director of Academic Technology; VR Solutions Specialist
- Email: robert.granado@utsa.edu