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Teaching & Learning in Virtual Reality:

Metaverse Classroom Exploration

Emily Hedrick MAS, Michael Harper, MS Eric Oliver, Ed.D. Daniel Hatch, MFA
FHEA, Lead Investigator Digital Media Digital Media Digital Media
Digital Media Utah Valley University Utah Valley University Utah Valley University
Utah Valley University Orem, Utah, USA Orem, Utah, USA Orem, Utah, USA
Orem, USA Michael.Harper@uvu.edu Eric.Oliver@uvu.edu Daniel.Hatch@uvu.edu
2022 Intermountain Engineering, Technology and Computing (IETC) | 978-1-6654-8653-8/22/$31.00 ©2022 IEEE | DOI: 10.1109/IETC54973.2022.9796765

Emily.Hedrick@uvu.edu

Abstract—Virtual reality (VR) offers a potentially engaging experienced in face-to-face classes. A survey completed by
environment for teaching college students. The faculty of an Utah Valley University students asked students to rate their
interaction design program is currently creating a college course confidence in learning in a livestream course on a scale from
where students are taught entirely in a VR classroom. The 1 to 5 (1 being the lowest and 5 the highest; see figure 1).
curriculum and study methodology are simultaneously in the Students replied, with (22%) reporting five as their confidence
development process and intend to measure the impact of such level, while (35%) reported a rating of 4. Most students who
a course on students and instructors. The research questions in answered this question said they feel, to some extent,
consideration involve understanding the needs for facilitating a confident regarding their learning in a livestream course.
classroom in a virtual world while ensuring learning occurs. The
faculty plans to use the metaverse as a dual workspace and Figure 1.
classroom for student participants. The metaverse is an online Rate Your Confidence Level in Regards to Learning in a Livestream
social experience where students interact through an internet Course:
connection in a seemingly lifelike digital space. Additional
questions involve the adoption of a beta of the Meta Horizon 140
Workrooms and whether the technology offers a viable platform 120
for virtual classroom instruction. The proposed technology 100
integrations include video conferencing, spatial audio, and
additional app integrations for increasing student engagement 80
and academic performance. 60
40
Keywords—virtual reality, teaching, curriculum modality,
virtual classrooms, Oculus Horizon Workrooms, Metaverse, 20
Oculus platform, immersive education. 0
1 (11%) 2 (13%) 3 (19%) 4 (35%) 5 (22%)
I. INTRODUCTION Not very confident (1) to very confident (5)
This paper reviews research in progress of a study that is
currently ongoing. The findings for ongoing research will be
reported and shared in a follow up paper. Note: Students rated their confidence in their ability to learn from a
Livestream course on a scale from 1 to 5 with 5 being the highest. Utah
The COVID-19 pandemic quite suddenly shifted the Valley University. (2021). https://www.uvu.edu/ir/research/index.html
workforce to work remotely or virtually, dependent on
environmental circumstances under quarantine. Similarly, A solution to the issues experienced in livestream courses
university campuses around the country followed suit and may come from adopting an alternative or extension of the
moved to livestream and asynchronous online course delivery technology. In late 2021, Meta (formerly Facebook)
methods. This dramatic shift to using Zoom or Microsoft announced Horizon Workrooms (Beta), allowing people to
Teams allowed students to interact in a virtual space but with use a “virtual self” to interact with other people online. The
limitations. The design of a livestream aims to create singular design of Horizon Workrooms serves as a meeting location
engagement points, meaning the individual speaking has the with a virtual whiteboard, projector, and three desk
“virtual spotlight” on them. This individual has a prominent configuration options. Like a standard classroom, Horizon
audible voice. Any other audio from additional participants Workrooms would be a virtual classroom for teaching and
may produce unwanted noise that is problematic during learning.
discussions, such as hearing other conversations or ambient Entering the metaverse has been the subject of science
noise. Participating in video conferencing may produce fiction for decades. Transporting users into a digital
additional frustrations due to technical issues. For example, landscape, much like Hollywood’s Tron or The Matrix, blends
students who begin speaking but their microphone is muted or the physical world with the endless possibilities of the digital
experiencing connectivity issues that cause a speaker’s voice world. Over the past few years, tech giants such as Meta
to break up. These issues can create a frustrating classroom (Facebook), Google, Microsoft, and Apple have been making
environment when as many as twenty to fifty students are in a solid advances to develop this immersive three-dimensional
single classroom. digital experience as the next frontier in the web. Thomas
Students shared frustrations with receiving a dynamic and Winkley, a Unity 3D evangelist, described the metaverse as
engaging online experience versus what they have “A persistent virtual world used to grow ourselves, our skills,

978-1-6654-8653-8/22/$31.00 ©2022 IEEE

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and our connection to others regardless of location, financial of a user interface. Teachers learned to facilitate classroom
status or belief” (2022). learning through video conferencing tools like Zoom or
Microsoft Teams (Stefanile 2020). Over time these
A. Exploring VR an Alternative to Livestreaming applications adopted a collection of social interfaces
On August 21, 2021, Mark Zuckerberg, CEO of Meta commonly found in mobile technologies that improved
(formerly Facebook), announced on the CBS Morning News student and teacher interactions. Instructors learned to use
an innovation that utilized their Oculus VR headsets. The new break-out rooms, screen sharing, and interactive tools like
platform is Horizon Workrooms and supports multiple raising a hand, and some of the features have found a way into
individuals meeting in a virtual space. The headsets track the VR software applications for education (Hafouche & Nakhle,
movement of the participant’s hands, and some inflections on 2020).
their face while utilizing the spatial audio aspect of the Oculus
2 headsets to create an immersive experience. The inclusion Previously, VR was considered unsuitable for a classroom
of participant visual and audio cues is a leap forward in virtual because of the cost, technical difficulties, and discomfort from
meeting technology. A digital media department faculty extended use; however, improvements to the technology may
member recognized the potential of Horizon Workrooms and change those perceptions (Domingo & Bradley, 2018). The
wrote a proposal to purchase and test the Oculus VR headsets. use of VR does solve a significant issue with students
Eight Oculus VR headsets were distributed for testing among separated by far distances being able to interact in a simulated
the faculty. The intent was to use Horizon Workrooms as an classroom environment (Foss, 2009).
innovative extension for livestreaming digital media courses. C. Potential benefits/drawbacks observed in VR classrooms
There were some bugs with Horizon Workrooms which are
still in beta, but overall, the experience informed the project As illustrated in several studies, there are potential benefits
leaders that this technology would work in a classroom and drawbacks to utilizing VR in a classroom setting.
According to Maransky and Lilleholt, when introducing
environment.
science students to a scientific simulation in VR for the first
VR inherently supports all learning modalities; the time, the participants reported the experience was exciting and
inclusion of spatial audio stood out as the most exciting aspect fun (2018). Whereas VR caused a significant increase in
of the experience. When in a traditional video conference call, cognitive load in student participants as measured by brain
the dominant voice overpowers every other participant. activity using an electroencephalogram (EEG), but did not
However, the discussions feel very much like an in-person improve learning or retention (Makransky et al., 2019). When
class when using spatial audio. There can be side utilized in social settings or when asking students to interact
conversations or natural disruptions in an engaging in discussions, VR also has significant advantages.
conversation. There can be visual cues, with someone raising
their hand or by segueing into the discussion by audio cue. In another study where students delivered presentations to
an audience in VR, they reportedly showed less anxiety and
II. LITERATURE REVIEW reduced their reluctance to participate in public speaking
(Alsaffar, 2021). Additionally, another study reported that
A. Instructors adapt to online course delivery students who used assistive technologies in a VR classroom
Historically, there has been a rigorous debate regarding the were more likely to interact with other students and work in
merits of online versus classroom instruction because of the small groups (Harfouche & Nakhle, 2020).
perceived limitations of technology and the ability to engage
D. Challenges exist with launching a VR class or program
students (Woldeab et al., 2020). Furthermore, academics
argue whether an online education matches the rigor of a Significant strides in technology and preparing instructors
traditional classroom, while studies indicate there is not a to engage students in virtual or remote settings have taken
significant difference in student performance (stöhr et al., place since the spring of 2020. Opportunities exist to develop
2020). The debate broadened in scope in the spring of 2020 a course or even a program facilitated in a VR world. Creating
when educators responded to a worldwide pandemic by a successful online program may often mean embracing
migrating to an online delivery model (Hamilton et al., 2020). disruption and focusing on the opportunities ahead, often
The disruption left many teachers without adequate training to separating from an existing brick-and-mortar solution
engage students and manage an online classroom, and (Yamagata-Lynch et al., 2015).
students struggled to adapt to a new learning environment The question also exists of whether VR can increase
(Muhayimana, 2020). student learning beyond conventional instructional methods,
Additionally, the disruptions exposed inequalities in to date the explorations have produced mixed results (Fabris
access to technology (Hamilton et al., 2020). However, et al., 2019).
opportunities emerged to support instructors as they adapted
III. PRELIMINARY VR CLASSROOM STUDY
to new teaching modalities. Professional learning
communities became the method for providing training and Two students chose to study the impact of Horizon
support to all faculty members while pivoting to teaching Workrooms as their senior capstone project under the
online (Tucker & Quintero-Ares, 2021). The unforeseen direction of a faculty mentor (see figure 2). The project
benefit of adapting to new teaching methods and technologies duration covered two semesters as they studied the learning
was the collaboration offered by administrators, instructors, modalities in VR spaces from a student’s perspective.
and students as they worked together to change traditional
The initial Fall semester capstone of 2021 started with the
approaches to teaching (Ahadi et al., 2021).
onboarding processes to set up the Horizon Workrooms Beta.
B. A new kind of classroom is emerging Multiple sessions were needed to get the initial faculty, staff,
Many viewed the classroom of 2020 through digital and student participants into the same virtual workspace. The
screens, including a cohort of student faces and components initial tests lasted approximately 30-60 minutes. Over the

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semester, the tests included up to six virtual participants in the and software option for facilitating the exploration of
same virtual space. Horizon Workrooms was in constant flux, instruction in a VR classroom.
with many updates during this trial period. Additionally,
support for non-virtual participants allowed users on desktop IV. EXPLORING THE VIABILITY OF A VR CLASSROOM
or mobile devices to enter the room in a video chat format. The affordability of the headsets allowed two digital media
Figure 2. department faculty to purchase enough headsets to team-teach
Presentation of Capstone Project Selfie a mock class during the Spring 2022 semester. The course
used Horizon Workrooms with an enrollment of 12 students.
The faculty and students are learning the current limitations
and capabilities offered in the VR environment while
understanding the user experience of the Horizon Workrooms
software.
Students use their time to “break” or stress test Horizon
Workrooms and build the documentation from what they have
learned. Because these students are studying user experience
(UX) design, they work in teams to focus on different areas of
the UX in the virtual environment. The faculty and students
participate in regular VR classroom discussions, journaling
their experiences, and giving feedback through surveys to
Several sessions were held with additional students to try determine the viability of using virtual reality as a teaching
collaborative activities using the whiteboard functionality and learning platform.
within the virtual room. They played Pictionary on the virtual Dividing students into smaller teams facilitated an in-
whiteboard and held side conversations during the test class depth examination of four areas of focus:
experience. Some anecdotal observations were made that time
moved faster in this format. The participants were not as • Teaching & Learning Experience in Horizon Workgroups
physically tired afterward and could have side conversations
• Technology Limitations inside Horizon Workrooms
more naturally than traditional video conferencing. Several
students could use the Chrome web browser client to enter the • Virtual Remote Desktop Management
room. Web-browser clients show up as two-dimensional
screens positioned around a conference table in the VR space. • Onboarding of Oculus Headsets and Horizon Workgroups

Figure 3. A. Teaching research skills to students in a VR world


Screenshot of the UVU Metaverse Workroom Dashboard Horizon Workrooms offers flexibility in configuring a
classroom to emphasize different instructional styles from a
teacher’s perspective. There are three different room
configurations: presentation/theater-style seating, round table,
and a more traditional meeting style with the projector screen
as the focal point. Each room configuration emphasized
different meeting styles. For example, the round table
configuration helped equalize the discussion, and all the
participants could see everyone more comfortably. The
variety of features and options within the workspace
encourages student involvement in researching optimal
instructional settings.
One example of investigation involves a subgroup of
students performing user experience (UX) whiteboard
Meta deployed several significant updates that helped challenges within the virtual setting. The students are given a
improve our virtual workroom experience (see figure 3). The task to complete, just like what they would face in a creative
first was to smooth out the onboarding process and make it challenge during a UX job interview. The students worked
easier to set up an Oculus account. The second was aesthetics virtually to sketch out ideas on a virtual whiteboard, to the
to add the UVU Digital Media logo to a wall in the classroom physical world. Horizon Workrooms allow students to stand
and to upload digital posters or signage. The posters in front of a virtual whiteboard or sit down and sketch on a
represented the topic for that day and included quotes, design virtual tabletop and quickly share their ideas. Students
principles, and images. Horizon Workrooms is still in beta, discovered it was easier to use the tabletop to sketch ideas,
and there is very little documentation to reference the allowing greater efficiency in completing a challenge.
limitations and size requirements of features in the software.
The limitation will allow teams of students an opportunity to Teaching in a VR classroom is a new concept and invites
explore additional features in future semesters. further exploration, including involving instructors and
students in participatory research. A full-time faculty member
Meta offers an affordable VR headset ($299) and free-to- is overseeing an exploration of the potential for teaching and
use software to facilitate a classroom. Digital media has been learning in Horizon Workrooms. They also fill the role of
part of the virtual reality space for years, but the barrier to principal investigator while leading students through user
entry was high because of the costs and equipment required. testing and developing strategies for future academic research.
In contrast, Meta’s Oculus is a relatively affordable hardware

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V. FUTURE DESIGN OF VR CLASSROOMS STUDY whiteboard for students to collaborate and share ideas and the
The design of the study in progress is determining the instructor may create additional virtual rooms for students to
viability of virtual reality as an alternative to livestreaming to interact in smaller group discussions, although there are
engage multiple learning modalities for teaching questions about the efficacy of using a virtual projector for
undergraduate-level courses. class discussions and lectures to simulate the experience of a
traditional classroom. Another area of focus in the initial
Two Digital Media faculty members will host two Meta exploration was the technology experience. In the video
Horizon Workrooms courses in the Fall 2022 Semester. The livestream format, students may experience virtual fatigue
faculty will pilot class discussions, teach concepts using a where students in the VR space report lower effects.
virtual whiteboard, and project a slide deck like a standard
university classroom experience in the VR class environment. C. Faculty and Student Experience
At the start of the semester, students will be assigned a
The intervention will include three implementation steps: reset Oculus VR headset. They will set up an Oculus account,
onboarding, technology opportunities and limitations, and create an avatar, and send their username to the faculty. Once
faculty and student experiences. The research questions will in the virtual classroom, students will be organized in a lecture
be answered by collecting student and instructor feedback. For seating format. The auditorium-style desk arrangement within
example, after each item, students will complete a survey, and Workrooms can project a slide deck onto a screen with quotes
the instructor will record their observations. from the readings and questions to encourage discussion.
• Research question 1: How difficult is it for students and Students may raise their hands to participate in discussions,
faculty to enter Meta Horizon Workrooms set up an whereas many of the same teaching practices in face-to-face
avatar? classes transfer to the virtual environment. Students will
continue to receive assignments and additional information as
• Research question 2: What is the impact of the tools they would in any campus course via the Canvas LMS.
available in Horizon Workrooms when used to instruct
students? The virtual classroom acts as an extension of the Utah
Valley University campus. The virtual environment allows
• Research question 3: Is virtual reality as a livestream customization to the room’s layout, including design posters
learning modality more engaging and an improved and prominent placement of the university logo on a wall.
classroom experience than video conferencing? When students arrive in VR space, they will view a typical
Utah Valley University classroom. If students cannot
A. Challenges exist with launching a VR class or program
participate in class via their VR headset because of an
The Digital Media Department will provide Meta Oculus uncharged battery, they may use a 2D conference mode,
VR headsets to each virtual reality course student. Students offering multiple ways to attend class.
and faculty working in the mock research class, fall semester
2022, were tasked with creating a digital representation of VI. CONCLUSION
themselves, also known as an “avatar” for use in class. Meta The focus of the 2021-2022 academic year was to
Horizons Workrooms is currently in beta and the meeting understand the specific VR technology, how users interact
environment will improve over time. The onboarding process within the virtual space, and how to apply it to an online
assists in determining if students and instructors understand learning environment. Meta (formerly Facebook) Horizon
how to configure and use the technology required to Workrooms shows promise as an affordable tool for
participate in the virtual classroom. facilitating an engaging experience within a virtual
In order to be effective, the onboarding process will need workspace. Early explorations have indicated that using
to be outlined and scaled up to support class enrollments of up Virtual Reality in the classroom is a compelling idea in the
to 30 participants per class. Early setup procedures from the earliest stages of development. The tools are improving and
initial research indicated that the virtual classes would need to advancing towards a smoother online experience. Students are
document the onboarding process in the following areas: noticeably more engaged in discussions in the virtual
environment than they are in a livestream.
1. Setup Oculus Headsets
Horizon Workrooms is currently one virtual software
2. Creating a Horizon Workgroup Account application used on the Oculus VR headsets. Additional
3. Authenticate into Horizon Account and design the applications are being reviewed that allow students to engage
personalized Avatar in virtual opportunities. For example, Venues is a virtual
environment where lectures, concerts, and movies can be
4. Virtual Desktop Setup. The usage of virtual attended virtually. This opens up an avenue in virtual reality
classrooms outlines the way students and instructors engagement for students to participate in activities outside of
will use classroom tools, including. the classroom.
• Classroom virtual etiquette The key findings from the initial research have indicated
that there is great potential for VR to support multiple learning
• Learning modalities in VR classrooms modalities. The following action research findings include:
B. Technology Opportunities and Limitations The VR discussions in the mock classes are more natural
Horizon Workrooms is currently in beta, which means that than traditional video conferencing. The typical latency issues
many of the tools used in the VR meeting environment are still are less obvious because of visual and audio cues given by the
limited. Using a discussion-based format for the class, the avatars. Side conversations between participants happen
faculty will determine the feasibility of using virtual reality in through spatial audio even when the instructor is talking to the
this type of teaching format. The space includes a virtual entire class, which approximates the face-to-face format.

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Students are more comfortable using a virtual avatar than project-based learning will be asynchronous. The VR
turning on their camera when in video stream format. There is livestream discussions will use the presentation room setup,
a higher level of engagement and improved attention span of virtual whiteboard, and projector. Students are expected to
the students in the VR classroom. The avatar’s mouth and come prepared with that week’s reading topic assigned.
facial expressions are reflected from the internal cameras in
the headset, so the cartoon version of the student gives off DGM 301R Digital Lecture Series is a course in which
those visual cues that are a part of a normal face-to-face guest speakers from industry meet with students to discuss
conversation. Additionally, the Oculus also tracks finger and current trends and work requirements. Guest lecturers will
hand movements which can be used instead of the controllers participate using the VR headset or join via a 2D video
for navigation within the interface. The addition of gestures conference link directly into the virtual classroom
leads to interesting observed behaviors when the individuals environment. The professionals deliver a presentation in the
are interacting with objects in the real-world such as petting a first session and then conduct a workshop for the second
cat or holding an object. virtual meeting. These workshops will require that students
participate with other students on design challenges while
The ability to use a laptop/workstation in VR increases the being mentored by these participating professionals.
sense of immersion for the students as they can use their
virtual keyboard which is mapped to their real-world REFERENCES
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