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Students as Developers: Student-Developed VR Applications to Enhance Conceptual Understanding in Engineering Education

  • Marwa W. Abdelgawad*
  • , Abdul Muhaimin Dad Khan
  • , Batool Baker Abudhaim
  • , Hamza Tamimi
  • , Hamza Seddek
  • , Osama Desouky
  • *Corresponding author for this work
  • Hamad bin Khalifa University
  • Texas A&M University at Qatar

Research output: Chapter in Book/Report/Conference proceedingConference contributionpeer-review

Abstract

Engineering mechanics courses often challenge students' ability to visualize three-dimensional systems, construct accurate free-body diagrams, and translate spatial force and moment interactions into equilibrium equations. While virtual reality has been shown to support spatial reasoning, most applications position students only as end-users. This work explores an alternative approach by engaging students as developers of a VR learning environment for a required statics course in mechanical engineering.Mechanical and computer engineering students collaborated to design and implement a two-level prototype that guides users through 2D and 3D equilibrium analysis using interactive force manipulation and step-by-step reasoning. Rather than evaluating the effectiveness of the VR tool on learners, this study focuses on the educational experiences of the student developers. Data were collected through developer journals, meeting reflections, and mixed-format surveys to capture perceived conceptual growth, technical skill development, and interdisciplinary collaboration.Mechanical engineering students reported a clearer understanding of free-body diagrams, 3D decomposition of forces, and the ability to sequence equilibrium procedures as they translated theory into interactive scenes. Computer engineering students reported growth in Unity development, debugging, 3D asset integration, and an improved ability to interpret discipline-specific content outside their major. Both groups described meaningful gains in communication, teamwork, and confidence, noting that the iterative design-test cycle revealed misconceptions and improved their ability to explain concepts across disciplines.These findings suggest that developing educational tools may serve as a productive project-based learning strategy that complements traditional instruction. Future work will evaluate the system's effectiveness with end-users using formal assessment measures.

Original languageEnglish
Title of host publicationEDUCON 2026 - IEEE Global Engineering Education Conference, Conference Proceedings
PublisherIEEE Computer Society
ISBN (Electronic)9798331576714
DOIs
Publication statusPublished - 2026
Event7th IEEE Global Engineering Education Conference, EDUCON 2026 - Cairo, Egypt
Duration: 27 Apr 202630 Apr 2026

Publication series

NameIEEE Global Engineering Education Conference, EDUCON
ISSN (Print)2165-9559
ISSN (Electronic)2165-9567

Conference

Conference7th IEEE Global Engineering Education Conference, EDUCON 2026
Country/TerritoryEgypt
CityCairo
Period27/04/2630/04/26

Keywords

  • Active Learning
  • Project-based Learning
  • Spatial Visualization
  • Virtual Reality

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