Enhancing Lecture Interactivity Through Virtual Reality

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Authors: Marián Matys, Martin Gašo, Tomáš Balala, Ľuboslav Dulina
Cited by: 0
References: 27

Abstract

Although conventional lectures can provide a wide range of information to a large group of people, maintaining attention and ensuring knowledge transfer can be a challenge. Therefore, it is important to look for new, engaging, and effective approaches. This pilot feasibility study explores the effectiveness of virtual reality (VR) in increasing student engagement and knowledge transfer during lectures in the field of supply chain logistics and inventory selection systems. An educational VR game was developed through the systematic design of application logic, the creation of 3D assets, the construction of virtual scenes, and the implementation of gameplay. The application simulates three inventory picking methods: conventional selection, Pick by Light, and Pick by Vision systems. A total of 22 master’s students participated in the pilot study. They tested three different versions of the VR game, compared the time they needed to complete it, and participated in a guided discussion and questionnaire. The preliminary student reports indicated that students felt more engaged in the learning process and reported a perceived higher engagement with inventory picking systems compared to the traditional lecture format. On the other hand, participants mentioned concerns about nausea and the unavailability of VR headsets. The pilot results indicate that VR shows potential as an educational tool for teaching industrial logistics because it transforms the typical classroom environment into a more active and playful one, leading to a more natural understanding of the subject.

Fields of Study & Subjects

Virtual Reality Applications and Impacts Educational Games and Gamification Visual and Cognitive Learning Processes

Publication details

Journal / source
Applied Sciences
Volume
16
Issue
2
Pages
711–711
Publication date
9 January 2026
Language
EN