1 free read left. Create a free account for unlimited reading + AI research.
Create free accountWhitepaper
European Conference on Games Based Learning (ECGBL)
A case study conducted at the German University of Technology in Oman examined whether the MyScore VR application could effectively teach computer hardware assembly and troubleshooting to undergraduate computer science students. The study involved seven students and one instructor over several weeks, drawing on structured surveys and instructor observations. The research aims to evaluate VR as a practical-skills tool within computer science education, a domain where hands-on competence has traditionally depended on physical lab equipment.
Results were mixed but informative. Five of the seven students reported improved understanding and engagement, and test scores on hardware tasks rose by 20 percent. Students praised the technology's novelty, yet criticized the realism of the simulations, the level of interactivity, and navigation, which relied solely on teleportation. Connectivity problems also surfaced, and two students experienced motion sickness severe enough to leave sessions early. The instructor found the equipment straightforward to set up and recognized VR's educational potential, while calling for more reliable simulations and improved interfaces.
The authors conclude that VR is most effective when combined with traditional hands-on instruction rather than used as a replacement for it. This conclusion is tempered by the small sample size of seven students, which substantially limits generalizability beyond this single institution and cohort. The findings therefore point to promising but preliminary evidence, pointing toward the need for larger, more controlled studies across diverse institutions.
The broader context for this work is a growing body of literature on virtual reality in education, training, and simulation. Referenced research spans K-12 and higher education, military and sports training, and cybersickness, with prominent systematic reviews such as Luo et al. (2021), which surveys VR in education from 2000 to 2019. This literature situates the MyScore case study within an established but still maturing field.
DiGRA · 2025