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From	Field	tours	in	80	clicks,	to	Build	
Skeleton	in	VR.	How	VR	is	changing	HE	
class	room	activities
Presented	by	Dr	Marc	Holmes
College	of	Engineering
College	of	Engineering	Motivation
• The	College	of	Engineering	at	Swansea	University	is	aiming	to	
lead	in	the	implementation	of	innovative	learning	and	
teaching	methodology.
• One	of	the	technologies	identified	with	potential	to	enhance	
the	learning	and	teaching	provision	is	Virtual	Reality	(VR).
• VR	products	have	seen	significant	development	in	recent	
years	with	the	introduction	of	products	such	as	the	HTC	Vive
which	provides	a	wealth	of	new	learning	possibilities.
Why	VR
• Recent	research	has	shown	that	game	based	VR	environments	have	a	
higher	impact	on	learning	than	virtual	worlds	or	VR	simulation	alone	Goetz,	
T.	G.	et	al	(2014),	.	
• Integrating	gamification	with	state-of-the-art	VR	systems	for	3-D	model	
identification,	walk-throughs	and	other	VR	related	teaching	interventions	
form	part	of	a	fascinating	and	new	pedagogical	research	area	that	has	
great	potential	as	a	method	to	provide	effective	feedback	and	increased	
learning	gain.
• With	increasing	student	numbers	(40	– 800	class	size)	and	pressure	on	
finite	resources	in	the	College	of	Engineering,	VR	and	gamification	offers	
the	opportunity	of	additional	flexible	learning	experiences	beyond	the	
lecture	theatres.
IMO	-
Immersive	
Media	
Observatory
Mission	goal:
1. Make	the	infeasible,	feasible	
2. Demystify	the	misunderstood
IMO	- Immersive	Media	Observatory
Phase	3 Full	scale	VR	space	and	Major	Projects	Software	Development	Teams.	
Phase	2 Small	scale	projects	(14),	with	key	software	development	(InProgress)
Phase	1 Prototypes	and	small	scale	usability	(Complete)
Focus	of	this	lecture.
Virtual	Tours	
• Dr	Terry	Filer	– Capital	Allowances	- completed
• Dr	Wendy	Harris	– Virtual	Field	Tours	- completed
• Dr	Patricia	Xavier	– Phase	of	construction	– Developing	
Assembly	
• Dr	Laura	Mason	– Anatomy	Application	– Medical	Engineering
Virtual field
courses:
access to
ecosystems
Wendy Harris & Marc Holmes
Swansea University
What are we doing? The
project
• Creating	a	more	inclusive	field	work	environment	
through	development	of	virtual	field	courses	using	
virtual	reality	technology
• Students	free	to	navigate	and	explore	in	own	time	
and	space,	for	unlimited	visits
• Currently	based	on	actual	field	sites	provided	by	
Bioscience	– a	post	tour
• Working	to	create	virtual	habitats	which	will	be	
embedded	with	practical	guides	to	key	sampling	
methods	and	associated	species	information
Why	are	we	doing	it?	Current	pressures	faced
• Increasing	student	numbers	with	
disabilities	(over	50%	increase	from	
2010	to	2016)	including	‘hidden’	
disabilities	– 6%	of	students	with	
disabilities	had	physical	disabilities	
(Wolf	2006;	HEFCE	2017)
• Drop-out	rate	increases	in	students	
with	disabilities	(deFur	et	al.	1996)	
• Retention	increased	by	effective		
support	programmes,	but	may	be	costly	
(Lewis	2014,	Wessell	et	al.	2009)
• Swansea	University	seen	219	%	
increase	in	students	with	disabilities	in	
last	5	years	(SPLD	168%;	other	274	%)
0
20
40
60
80
100
120
20122013 2015 2017
Number	of	students
Year
Other
SPLD
Why are we doing it? Current
pressures faced
• Field	work	under	threat	from	variey	of	compounding	factors	(SMITH
2004;	DAVENPORT 1998)
• May	promote	a	model	of	privilege	and	exclusion,	in	particular	for	
students	from	ethnic	minorities	or	those	unable	to	access	the	
environment	(EASTON &	GILBURN 2012;	HALL ET AL.	2002;	NAIRN 1999;	
KOBAYASHI 1994)
• Virtual	unlimited	access	would	allow	opportunity	familiarisation	with	
habitat,	development	of	taxonomic	and	practical	skills	and	
exploration	of	new	ecosystems
Why are we doing it?
The evidence
• Technology	supports	open access	(DANIEL 1997),	leads	to	
improvements	in	teaching	and	learning	process	and	
changes	students’	role	from	passive	to	active	learners	
(ALLEY 1996;	REPP 1996;	ROBLYER ET AL.	1997)
• Like	practical	work,	virtual	reality	allows	for	experiential	
learning	and	enhances	motivation	and	engagement	
(JARMON ET AL.	2009;	KALYUGA 2007;	KOLB ET AL 2002)
• Games	and	virtual	worlds	are	suitable	for	knowledge	
attribution	or	skill-based	learning	outcomes;	retention	is	
beyond	short-term	learning	(MERCHANT ET AL.	2014)
the virtual field
course Creation
Preliminary	Ecological	Appraisal
Used	to	identify	biodiversity	of	area	prior	to	
development
Assessment	
outline
Oxwich National	Nature	Reserve
Special	Area	of	Conservation
Site	of	Special	Scientific	Interest
Multiple	high	value	habitats,	including	saltmarsh,	
ancient	woodland,	lakes,	sand	dune
Study	site
5	months	between	site	visit	and	
report	submission
Challenges
The virtual field course creation
• 360	photos	of	site	recorded	using	
Samsung	360	gear	camera
• Locations	of	photos	recorded	(GPS	
tagging	unreliable)
• Two	pictures	taken	to	remove	
photographer	(no	behind	camera	with	
a	360	camera)
• Earlier	testing	showed	users	reacted	to	
constant	presence	of	photographer	
rather	than	focusing	on	learning	
objective
the virtual field course Creation
• Unity	used	to	build	360	google	cardboard	
tour
• Swansea	University	created	open	source	
framework	for	developing	tours
• Information	on	using	the	tool	and	the	entire	
process	can	be	found	here:	
https://github.com/SwanseaIMO/Tour360
• Site-specific	information	embedded	into	
spheres
• App	for	Android	built	into	third-party	
sharable	APK
• Test	flight	app	for	iPhone	submitted	to	app	
store
76%
15%
9%
iphone
Android
Unsuitable
Ratio	of	phones,	From	previous	testing	
for	200	Swansea	student	users
the virtual field course
Creation
• Staff	and	students	invited	to	trial	during	development	to	
allow	opportunities	for	creative	engagement
• Final	class	arranged	for	completed	app	use
• Aim	for	Bring	Your	Own	Device	deployment	for	phones	
with	10%	Corporate-owned	Personally	Enabled	(COPE)
• Google	Cardboard	provided	in	class	and	available	to	
borrow	from	library	
• Feedback	collected	using	structures	questionnaire
VR
An	experiential	approach
Student	Feedback
16
The	Questionnaire
1. The	app	was	easy	to	use
2. It	was	easy	to	navigate	around	the	virtual	site	
3. The	coloured	spheres	helped	me	to	navigate
4. The	compass	and	arrows	helped	me	to	navigate
5. The	directions	and	shortcuts	helped	me	to	
navigate
6. Using	the	app	made	me	feel	dizzy/ill
7. The	app	is	fun	to	use	
8. I	will	use	the	app	several	times	to	help	me	
remember	key	features	of	the	site
9. The	information	provided	in	the	app	was	
sufficient	to	help	me	remember	the	site
10.The	information	provided	allowed	me	to	link	the	
location	with	my	own	notes
11.The	information	provided	in	the	app	was	easy	to	
find
12.It	would	be	useful	to	flag	up	where	the	
information	is	in	each	sphere	to	help	navigate	
towards	it
13.It	would	be	useful	to	include	more	detailed	
information	within	the	spheres	
14.The	app	will	help	me	to	successfully	complete	
the	assessment
15.This	technology	would	be	relevant	for	other	
modules
Feedback
from
Zoology
0%
10%
20%
30%
40%
50%
60%
70%
80%
90%
100%
Easy	to	use
Easy	to	navigate
Coloured	spheres	helped
Com
pass	and	arrow
s	helped
Directions	and	shortcuts	helped
M
ade	m
e	feel	dizzy/ill
Fun	to	use
Use	the	app	several	tim
es
Inform
ation	sufficient
Inform
ation		allow
ed		link	to	notes
Inform
ation	easy	to	find
Flag	up	the	inform
ation
Include	m
ore	detailed	inform
ation
Help	m
e	to	com
plete	the	assessm
ent
Relevant	for	other	m
odules
1	Disagree 2	indifferent 3	partially	agree 4	agree 5	strongly	agree
Feedback from Zoology
Specific	modules:	“Plant	ecology;	biomes	and	plant	habitats;	collective	animal	behaviour	and	
motion”
Field	trips/practicals:	“Any	other	field	trip;	would	be	useful	in	many	class	practicals;	other	field	trips	if	
a	student	in	unable	to	complete	the	whole	day	or	if	the	weather	changes”
Underwater/	inaccessible	locations:	“Underwater	dives;	virtual	tour	of	underwater/inaccessible	
locations”
Dissection	alternative:	“Be	great	for	dissections;	class	dissection	for	those	who	don't	want	to	
participate	for	welfare	issues/beliefs	can	still	learn	from	VR	set;	it	would	be	useful	for	class	
dissections	- students	who	don't	want	to	participate”
Feedback from Zoology
Image	quality:	“Clearer	text,	better	quality	pictures/environments;	text	shouldn't	be	
used/minimal	though	odd	document	with	text	alongside	(like	labelling	a	figure);	writing	was	
more	difficult	to	read	on	some	phones;	clarity	of	images	could	be	improved	- not	unusable	as	it	
is	though;	difficult	to	focus	on	the	wording”
Hardware:	“To	be	more	accessible	adjustable	headsets	would	be	best	(and	would	provide	better	
quality	images);	the	padded	cardboard	was	more	comfortable;	cardboard	headsets	have	eye	
pieces	that	are	too	close	together”
Navigation	and	use:	“Easier	to	navigate	if	use	names/descriptions	instead	of	numbers;	if	I	went	
too	quickly	I	felt	a	bit	motion	sick”
Feedback from Zoology
Navigation:	“The	spheres	were	good	in	navigating”
Mobility:	“Nice	to	be	capable	to	'walk'	around.		Info	attached	to	location	would	make	it	very	useful”
Refresher:	“It	was	useful	for	jogging	my	memory.	Very	useful	to	have	a	refresher	of	what	the	site	
looks	like;	useful	as	it	has	been	5	months	since	I	have	been	- refreshed	my	memo
Enjoyment:	“The	technology	is	enjoyable,	accessible	and	has	great	potential;	absolutely	love	it!	I	
would	really	enjoy	using	this	again,	perhaps	for	looking	closer	into	the	anatomy	of	animals	too”ry”
Virtual	field	
courses:	Capital	
Allowances
Terry	Filer
Dr	Marc	Holmes
• Setting	the	scene
• UG,	year	3	taxation	module	
• Cohort	of	200	students
• VR		in	seminar	sessions
• Supplement/compare	with	
Project	Based	Learning	
• Capital	allowances	exercise
VR	– An	experiential	approach
VR	– An	experiential	
approach	– Student	Feedback
25
88%
11%
32%
11%
72%
87%
31%
9%
12%
68%
89%
19%
11%
34%
4%
77%
0%
0%
9%
2%
36%
PRIOR	KNOWLEDGE	OF	CAPITAL	ALLOWANCES?
WILL	VR	TECHNOLOGY	HELP	YOUR	UNDERSTANDING?
HAVE	YOU	USED	VR	BEFORE?
HAVE	YOU	USED	VR	FOR	EDUCATIONAL	PURPOSES?
DID	VR	ENHANCE	YOUR	LEARNING	OF	CAPITAL	ALLOWANCES?
DID	YOU	ENJOY	USING	VR	WAS	IT	FUN?
WOULD	THE	SEMINAR	BE	BETTER	WITHOUT	VR?
VR	FOR	CAPITAL	ALLOWANCES	- STUDENT	FEEDBACK
Yes No Uncertain
“Thank	you	for	providing	me	such	an	unforgettable	experience”
“Great	new	learning	technique”
“Makes	class	more	interesting	and	students	are	more	willing	to	get	involved	
with	class”
“I	wish	I	can	have	another	seminar	with	VR	technology”
“Great	to	see	what	actually	gets	valued	in	real	world	J”
“Excellent	idea	as	it	relieves	us	from	boring	study	and	enriches	our	
experience”
“It	was	fun	but	that’s	not	going	to	help	me	pass	my	exam”
“Makes	me	feel	dizzy”
VR	– An	experiential	
approach	– Student	Feedback
26
• Students	enjoyed	the	experience	and	found	it	
fun
• Provides	opportunity	for	“real	world”	
experiences	in	taxation		- good	for	employability
• Students	would	like	to	use	VR	more	in	their	
studies
• Enhances	student	learning
• Would	not	have	been	possible	without	technical	
expertise	
• I	enjoyed	the	experience	and	will	be	introducing	
more	VR	next	term!
VR	– An	
experiential	
approach	–
Conclusions
Recreation and adaptation
• Students	preferred	to	work	in	pairs	- perform	better	than	individually	and	
remember	more	factual	material	(WOOD ET AL.	1995;	JOHNSON ET AL.	1979)
• Games	shown	to	be	more	effective	at	promoting	higher	learning,	but	experience	
with	games	helped	students	navigate	(MERCHANT ET AL.	2014;	MONAHAN ET AL.	2008)
• Allow	access	prior	to	field	trip	to	develop	familiarity	with	landscape	and	key	
biodiversity	features	(BURDEN ET AL.,	2017)
• VR	considered	most	effective	when	combined	with	other	technologies	such	as	
videos,	podcasts,	blogs	– include	videos,	task-specific	features	(MINOCHA,	2017)
• Keep	coloured spheres	– track	progress	and	help	
navigation
• Keep	writing	to	minimum	– explore	presentation	–
size/	fonts/colours
• Include	video	and	audio	options	– feedback	
suggested	both	options
• Expand	to	selected	modules?		Overseas	field	
courses?
• Affordable	but	quality	limitations?
• What	next!
Recreation	and	adaptation
Build	a	Skeleton
Anatomy	App
• Marc	Holmes
• Laura	Mason	
• Paul	Holland	
• Rhian	Kerton
• Sam	Webster
Why	Anatomy	
• Requires	understanding	of	3D	objects
• Internal	research	shows	that	stereo	imagery	benefits	
teaching (Dr	Sam	Webster,	2014)
• External	research	based	on	older	CAVE	system	show	
that	its	benefits	from	VR(Nicholson,	D.	T.,	Chalk,	C.,	
Funnell,	W.	R.	J.	and	Daniel,	S.	J.	(2006))
Why	Anatomy	:	Target	Group	
• Its	is	a	subject	which	Sport	Science	students	do	well	but	Medical	
Engineering	Students	have	difficulty	with	despite	having	the	same	
course.
• Medical	Engineers	don’t	have	related	anatomy	modules.	
Group Exam	 Min Max Failure	Rate Overall	Mark
Sport	Sci 65.8% 24% 92% 3% 68.2%
Med	Eng 61.5% 24% 83% 6% 59.2%
Aim	of	Anatomy	Teaching	Aid
• To	act	as	a	continuation	on	from	the	lectures	provided.
• Student	have	to	assemble	a	skeleton	on	the	hang	man.
• Main	learning	objectives	are:	
• The	position	of	bones
• The	names	of	the	bones	
• The	surrounding	bones.
• 20	to	60	minutes	of	VR	time	per	student	for	this	trial.
SteamVR - HTC	Vive
• A	room	scale	VR	Kit	
• Head	Mounted	Display	HMD	with	
Translation	and	Rotation.
• 2	Motion	Controller
• Works	with	a	Windows	(Linux	and	
Mac	in	development)
• Need	a	powerful	graphics	we	chose	
Nvidia	1070	and	the	ATI	480	RX	as	
our	based	devices.
• Other	headset	can	be	used:	Oculus	
Rift,	Nolo	VR,	Mix	Reality.
Unity3D	
+	SteamVR Plugin	
+	VRTK
• GUI	with	scripts	
• Easily	created	a	3D	environment	
• Online	Developer	Course	for	Unity
• Unity3D	
https://unity3d.com/
• SteamVR Unity	Plugin
https://www.assetstore.unity3d.com
/en/#!/content/32647
• VRTK		(Virtual	Reality	Tool	Kit)
https://github.com/thestonefox/VRTK
Why	not	the	commercial	solutions	
• 3D	Organon	VR	Anatomy	came	out	after	we	started	the	
project.		We	decided	not	to	use	it	as
• Not	specialised	to	the	course	material
• Content	out	of	our	control
• Our	solution	can	be	used	for	other	teaching	such	as	surveying	or	
engine	construction,	etc…
• We	can	add	any	additional	feature's	we	want	such	as	tracking,	
badges	and	even	go	as	far	as	to	create	entire	courses.
Anatomy:	
Source	Material	
• Wanted	to	use	
photogrammetry	to	a	
3D	reconstruction	as	
Swansea’s	researchers	
did	for	Mary	Rose	
project.
• But	it	would	take	a	full	
year	do	entire	
skeleton.
Anatomy:	
Source	Material	
“Digital	diseases”
Database	of	scanned	
diseases	anatomy	using	a	
combination	of:
• Photogrammetry
• CT	
• MRI	
Not	used	for	this	project,	
but	example	of	where	we	
could	go.
Anatomy:	
Source	Material	
"Integrated	Database	
Project"	funded	by	the	
Ministry	of	Education,	
Culture,	Sports,	Science	and	
Technology	of	Japan
Which	has	complete	set	of	
open	source	MRI	based	
models	of	the	human	
anatomy.
Chosen	database.
Methods
• Module	SR113	– N=43
• N=9	volunteered	to	take	part
• Crossover	repeated	measures	
design.	
• MCQ	pre-mid-post	(quantitative)
• Survey	(qualitative)
• Module	exam	performance	
(skeletal	system	and	as	a	whole)
Short-term	exposure	to	
VR
• Average	time	in	VR:	21.2	±
10.9	mins
• As	a	group	(N=9)	test	scores	
improved	from	121	pre-test	
to	143	post	VR	(P=	0.056)
• 0%	of	students	has	
experienced	VR	apps	prior	to	
this
Longer-term	data	testers	
• Significantly	higher	exam	performance	in	
those	who	took	part	in	the	VR	project	
(P≤0.020)
• Results	– Long-term.	Those	who	took	
part	in	the	VR	project	achieved	 15%	
higher	marks	on	the	end	of	module	
exam	(54%	versus	69%)	than	those	who	
did	not.	As	is	consistent	with	previous	
years	students	who	did	not	take	part	in	
the	VR	score	~5%	lower	on	this	module	
than	the	average	of	their	other	TB1	
exams	whereas	those	who	took	part	
maintained	the	same	average	mark	as	
their	other	modules	suggesting	that	VR	
gave	a	measurable	improvement	in	
learning	rather	than	it	just	being	the	
‘better’	or	more	engaged	students	who	
took	part.
Qualitative
100%	thought	VR	apps	have	place	in	university	
education.
83%	said	the	main	benefit	of	using	VR	was	that	it	
‘gave	a	clearer	visual	perception	of	the	bones.’
16%	said	the	main	benefit	was	‘highlighting	
areas	unsure	of.’
71%	thought	using	the	VR	app	helped	their	
attainments	on	the	module	as	a	whole.
Student	
Feedback:
Benefits
• ‘It	gave	a	clearer	image	of	how	the	bones	fit	
together.’
• ‘Great	experience’
• ‘Really	helped	me	to	learn	the	skeleton’.
Student	
Feedback:
What	should	
we	do	
differently?
• ‘Would	like	to	see	more	bones.’
• ‘The	regular	use	of	this.’
• ‘Add	muscles,	urinary/digestive	systems.’
• I	would	like	to	use	this	often	in	various	modules	
if	possible.’
Student	
Feedback:
Anything	else?
• ‘I	am	happy	our	course	had	this	opportunity.	
Would	be	glad	to	participate	in	something	like	
that	again	J’
• ‘I	think	it	would	be	interesting	to	look	deeper	in	
systems,	for	example	I’m	expecting	
cardiovascular	and	respiratory	systems	being	
pretty	hard.	If	we	would	have	VR	exercise	to	
make	content	clearer,	would	be	perfect’.
• A	great	interactive	way	to	learn	about	the	
anatomy’
Conclusions
Students	had	measurable	learning	gain	
during	the	VR	experience.
Students	who	participated	in	the	VR	project	
performed	significantly	better	on	the	end	of	
module	exam.
Students	liked	it	and	want	to	see	more.
Current	version	on	GitHub	
https://github.com/SwanseaIMO/Assembly
Fin!
Twitter:	@DrMarcHolmes
Email:		Marc.Holmes@Swansea.ac.uk
Anatomy	App:	
https://github.com/SwanseaIMO/Assembly
Virtual	Tour	App:	
https://github.com/SwanseaIMO/Tour360
Content	in	development	by	lecturers	for	
2017-2018	trails	Phase	2
AR	mobile	phones
• Dr	Kirill	Yusenko	– Phase	Diagrams	&	Crystal	Structures
• Dr	Zoran	Jelic	– Aerospace	Design	Choices	explained	in	VR
• Dr	Chenfeng Li	– Fluid	simulations
• Dr	Joanne	Hudson	– Empathy	in	VR
Content	in	development	by	lecturers	for	
2017-2018	trails	Phase	2
Google	Cardboard	
• Dr	Wendy	Harris	– Virtual	Field	Tours
• Dr	Terry	Filer	– Capital	Allowances		
• Dr	Patricia	Xavier	– Phase	of	construction	
• Dr	Joanne	Hudson	– Empathy	in	VR	
• Dr	Clare	Wood	/	Ping	Yin	– Building	Information	Systems	with	VR	
integration
Content	in	development	by	lecturers	for	
2017-2018	trails	Phase	2
Room	Scale	
• Dr	Laura	Mason	– Anatomy	Application
• Dr	Richard	Johnson	– Inside	Material	microstructure	
• Dr	James	Holness	– VR	for	team	building
• Dr	Peter	Dorrington	&	Dr	William	Harrison	– CAD	VR	design
• Dr	Enrico	Andreoli	– Renewable	energy	production
Content	in	development	by	lecturers	for	
2017-2018	trails	Phase	2
Dr	Laura	Mason	– Anatomy	Application		- Complete
Dr	Richard	Johnson	– Inside	Material	microstructure	- Complete
Dr	Peter	Dorrington	&	Dr	William	Harrison	– CAD	VR	automotive	design	- InProgress
Dr	Enrico	Andreoli	– Renewable	energy	production	-
Dr	Terry	Filer	– Capital	Allowances	– Complete
Dr	Wendy	Harris	– Virtual	Field	Tours	- Complete
Dr	Clare	Wood	/	Ping	Yin	– Building	Information	Systems	with	VR	integration
Dr	Patricia	Xavier	– Phase	of	construction	– InProgress
Dr	Joanne	Hudson	– Empathy	in	VR	– InProgress
Dr	Kirill	– Phase	Diagrams	– Complete
Dr	Zoran	Jelic	– Aerospace	Design	Choices	explained	in	VR
Dr	Chenfeng Li	– Fluid	simulations
Dr	Andrew	Tappenden	– AR/VR	simulating	beams	during	bending.
Planned	Expansion	based	on	feedback	from	
students	testers
• Levels	– to	break	up	the	content
• Hints	with	penalties	to	the	timer	if	they	get	stuck
• Blended	learning	content	to	help	contextualize	the	content	
• Plans	to	make	a	more	simplified	work	flow	with	error	message	to	fix	
common	problems	using	the	new	unity	tutorial	system
References
[1]	Goetz,	T.	G.	et	al	(2014),	Effectiveness	of	virtual	reality-based	instruction	of	students’	learning	
outcomes	in	K-12	and	higher	education:	A	meta-analysis.	Computers	and	Education	70	pp29-40
[2]	Dr	Sam	Webster,	Anatomy in 3D.	SALT Case Study	at	Swansea	University	(accessed	on	the	16th
November	2016)
http://swansealearninglab.pbworks.com/w/page/82063805/SALT%20Case%20Study%3A%20%20An
atomy%20in%203D
[3]	Nicholson,	D.	T.,	Chalk,	C.,	Funnell,	W.	R.	J.	and	Daniel,	S.	J.	(2006),	Can	virtual	reality	improve	
anatomy	education?	A	randomised	controlled	study	of	a	computer-generated	three-dimensional	
anatomical	ear	model.	Medical	Education,	40:	1081–1087.	doi:10.1111/j.1365-2929.2006.02611.x
Already	collaborating	with	other	departments
“Having	the	opportunity	to	visit	Marc	and	interact	with	some	of	the	
created	teaching	resources	personally,	I	was	able	to	immediately	see	
opportunities	for	future	work	within	my	own	discipline	of	Biosciences.		
The	project	provides	a	unique	opportunity	for	technology	to	truly	be	
part	of	the	learning	experience	for	all	students,	and	offers	valuable	
tools	for	inclusive	learning”
Wendy	Harris
Check	out	Wendy’s	poster	on:
• Virtual	field	courses:	access	to	ecosystems
Achievement	of	VR	teaching	aid
• Early	data	collection	has	shown	that	completion	of	the	gamification	task	within	
the	platform	significantly	increased	students’	understanding	of	the	basic	anatomy	
of	the	skeletal	system		
• From	:	score	of	60	± 36	%	
• To	:	a	score	of	70	± 31%		(P	=	0.011)	
• Following	just	one	(5-15	minute)	use	of	the	VR	platform.
• It	is	envisaged	that	improvements	of	this	magnitude	will	impact	student	
attainment	on	the	module	as	a	whole,	in	turn	positively	influencing	progression	
statistics	for	a	module	with	a	previously	high	failure	rate.
• Full	Scale	Testing	on	20th November	with	the	Med	Eng Students.
• Med	Eng Students	exam	in	January
• Result	at	HEA	academy		STEM	conference	in	February
VRTK	SDK
Virtual	Reality	Tool	Kit	
• We	used	VRTKs:	Snap	Zones	and	Radial	UI.
• Initially	we	went	for	character	physics	based	
snapping	but	resulted	in	skeleton	snakes.	Used	
parenting	to	snap	zone.
• We	also	had	to	add	our	own	collider	as	using	the	
visual	mesh	for	collider	did	not	give	expect	results.	
VRTK	requires	a	collider	for	join.
• Main	design	step	is	to	improve	make	a	suitable	
work	follow	which	is	the	next	step	in	the	project.
• Currently	mesh	separated,	scaled	and	
anchored.	
• VRTK	scripts,	prefabs,	object,	layers,	collider,	
unity	events.
• Then	set	up	game	controller	scripts.	
• Then	set	up	the	name	tag
• Bugs	in	VRTK	need	to	be	addressed
Why	are	we	doing	it?	Current	pressures	faced
Practical	work	is:	
• key	component	of	Biosciences	degree	programmes	(Lewis	
2014;	QAA	2015)
• associated	with	experiential	learning;	promotes	deeper	
level	learning	through:
• development	of	subject-specific	theory	and	techniques
• use	of	transferable	skills	and	personal	development	
• encouragement	of	active	learning	(Easton	&	Gilburn	
2012;	Hope	2009;	Boyle	et	al.	2007;	Fuller	et	al.	2006;	
Nundy 2001;	Healey	&Jenkins	2000;	Kent	et	al.	1997;	
Haigh	1996)
• Opportunities	for	additional	training	in	taxonomy	and	field	
skills
KOLB 1984
Why are we doing it? Pedagogic evidence
• Accessibility	of	VR	using	low	cost	devices	via	Bring	Your	Own	Device	
(BYOD)	and	Google	Cardboard	demonstrated	(RODRIGUEZ,	2016)
• Google	Expeditions	provide	access	to	a	range	of	VR	experiences
• Shown	to	be	effective	at:
• engaging	students	for	higher	level	learning	and	promote	active	
learning
• addressing	equity	of	access
• providing	employability	skills
• developing	collaborative	skills	(ARGLES ET AL.,	2017;	MINOCHA &	
TUDOR,	2017;	BROWN &	GREEN,	2016;	HOWARD,	2016)

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