Collaborative Immersive Virtual Environments in Geography Education on Climate Zones : A UX Case Study

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Authors

STŘECHOVÁ Martina ČERNÝ Michal ŠAŠINKA Čeněk STACHOŇ Zdeněk ŠAŠINKOVÁ Alžběta HOLUBEC František ŠVEDOVÁ Hana

Year of publication 2025
Type Article in Periodical
Magazine / Source ISPRS International Journal of Geo-Information
MU Faculty or unit

Faculty of Arts

Citation
web https://www.mdpi.com/2220-9964/14/12/455
Doi https://doi.org/10.3390/ijgi14120455
Keywords collaborative immersive virtual environments; eDIVE; education; virtual reality; head-mounted display; human-computer interaction; collaborative learning; immersion; climate zones; Biomes
Description This study examines students’ experiences with Biomes, a Collaborative Immersive Virtual Environment (CIVE) designed to teach climate zones through virtual reality. The research employed a combination of Research through Design (RtD) methodology and Interpretative Phenomenological Analysis (IPA) to explore how students view their CIVE experience and its perceived impact on learning. 16 students (aged 12–15) participated in structured lessons using Meta Quest 2 headsets, followed by semi-structured focus groups. The analysis yielded three overarching themes: challenges with object manipulation, perceived benefits, and desired additional functionalities. While participants encountered challenges with precise thumbnail placement and grip distance control, they reported high levels of enjoyment, appropriate difficulty levels, and notable knowledge acquisition. The immersive nature of the virtual environment created authentic experiences that traditional classrooms cannot replicate, although perceptions varied by age group, with younger students showing greater enthusiasm. The findings demonstrate that despite technical challenges, CIVEs have the potential to facilitate engaging educational experiences. It is imperative to integrate advanced interaction techniques, incorporate age-specific design elements, and strike a balance between technological innovation and pedagogical efficacy to optimise educational outcomes in virtual reality learning environments, thereby enhancing the effectiveness of future developments in this domain.
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