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Virtual Reality in the Classroom: Transforming the Teaching of Electrical Circuits in the Digital Age

Diego Alejandro Albarracin-Acero, Fidel Alfonso Romero-Toledo, Claudia Esperanza Saavedra-Bautista and Edwan Anderson Ariza-Echeverri ()
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Diego Alejandro Albarracin-Acero: Facultad de Ingeniería, Universidad Autónoma de Bucaramanga, Bogotá 680003, Colombia
Fidel Alfonso Romero-Toledo: Grupo de Investigación GridsE, Ingeniería Electromecánica, Facultad Seccional Duitama, Universidad Pedagógica y Tecnológica de Colombia, Duitama 150461, Colombia
Claudia Esperanza Saavedra-Bautista: Grupo de Investigación RESET, Licenciatura en Tecnología, Facultad Seccional Duitama, Universidad Pedagógica y Tecnológica de Colombia, Duitama 150461, Colombia
Edwan Anderson Ariza-Echeverri: Grupo de Investigación en Nuevos Materiales, Facultad de Ingeniería, Universidad del Magdalena, Santa Marta 470004, Colombia

Future Internet, 2024, vol. 16, issue 8, 1-23

Abstract: In response to the digital transformation in education, this study explores the efficacy of virtual reality (VR) video games in teaching direct current electrical circuits at a public university in Colombia. Using a mixed-method action research approach, this study aimed to design, implement, and evaluate a VR-based educational strategy to enhance undergraduate learning experiences. The methodology integrated VR into the curriculum, facilitating a comparison of this innovative approach with traditional teaching methods. The results indicate that the VR strategy significantly improved students’ comprehension of electrical circuits and increased engagement, demonstrating the utility of immersive technologies in educational settings. Challenges such as the need for technological integration and curriculum adaptation were also identified. This study concludes that VR video games can effectively augment electrical engineering education, offering a model for incorporating advanced digital tools into higher education curricula. This approach aligns with ongoing trends in digital transformation, suggesting significant potential for broad applications across various educational contexts.

Keywords: electrical circuits; teaching; didactic strategy; virtual reality; emerging technologies; digital transformation; serious game (search for similar items in EconPapers)
JEL-codes: O3 (search for similar items in EconPapers)
Date: 2024
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