Virtual Reality in Business Education

Proceedings of the 7th International Academic Conference on Education, Teaching and Learning

Year: 2024

DOI:

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Virtual Reality in Business Education

Prof. Patrick Poon, and Prof. Lisa Wan

 

ABSTRACT:

This study aims to investigate the use of virtual reality (VR) in blended learning for business education. The major objectives are to investigate the impact of VR on student engagement, knowledge enhancement and academic performance. The study also attempts to identify the challenges and drawbacks in the application of VR in teaching and learning. A VR supermarket scenario was created for a retail business course as a quiz game. The students were asked to participate in the VR quiz game with the use of a VR headset (Meta Quest 3). When the students were walking around the VR supermarket environment, they would encounter ten questions. The students were required to answer those questions. Correct answers would be shown if wrong answers were provided by the students. After the completion of the VR quiz game, the students were invited to attend a focus group interview and participate in a questionnaire survey. Results of focus group show the major challenges and drawbacks of VR application, including feeling of dizziness, technical problems and user friendliness. Questionnaire survey shows that the VR application can generally enhance students’ motivation to learn, class engagement, academic knowledge and performance.

keywords: business education, student engagement, student performance, teaching innovations, virtual reality