Virtual reality in the classroom: students' voices in the assessments of learning objects
DOI:
https://doi.org/10.31637/epsir-2026-2139Keywords:
Assessment, Augmented Reality (AR), Extended Reality (XR), Virtual Reality (VR), Educational Technology, Usability, System Usability Scale, SUSAbstract
Introduction: This study analyzes the usability and technical, aesthetic, and educational aspects of a virtual reality (VR) learning object, evaluated by university students. Methodology: A non-experimental, descriptive, and comparative design was used, with a quantitative and cross-sectional approach. 139 students from Pablo de Olavide University participated and evaluated two versions of the resource using the System Usability Scale (SUS) and a questionnaire on technical, aesthetic, and pedagogical dimensions. Results: Both versions received positive ratings, although version 1 obtained a higher average score on the SUS scale. Statistical analysis showed significant differences in usability (p = .023), but not in technical quality, aesthetics, ease of use, or educational usefulness. Discussion: The findings highlight the importance of a techno-pedagogical design focused on functionality, operational simplicity, and user experience, since better perceived usability may be related to more effective technical integration. Conclusions: Both versions are valid from a student perspective, but it is recommended to advance user-centered design strategies to enhance the educational value of virtual environments in higher education.
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Copyright (c) 2025 Julio Cabero-Almenara, Luisa Torres Barzabal, Almudena Martínez Gimeno

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