2022
By Fanni Gyarmati
Virtual reality (VR) offers cultural and educational institutions new opportunities to create engaging learning experiences. However, relatively little is known about how users interact with, and process information in virtual environments, and which factors contribute to successful learning outcomes. This project investigates the role of user characteristics and interactivity in learning from a VR museum exhibition about computer scientist Grace Hopper. It examines how visitors interact with educational content in VR and how these interactions relate to learning outcomes. The project aims to improve understanding of effective VR experience design and how interactivity contributes to learning and user experience in educational virtual environments.