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VR-eLAB: Elektronik eğitimi için sanal gerçeklik platformu

Year 2025, Volume: 7 Issue: 1, 31 - 41, 20.08.2025
https://doi.org/10.70669/ijedt.1588581

Abstract

Virtual laboratories have gained importance due to the high costs of traditional labs, the need for constant technological updates, and limited usage time. This study introduces a Virtual Reality-based Electronics Laboratory (VR-eLAB) to overcome these challenges in engineering education. The VR-eLAB allows students to design and simulate circuits in a virtual environment, leveraging 3D-modeled circuit components created in Blender and integrated using the Unity game engine. This virtual lab application is integrated into Oculus Quest 2 VR headsets to test interactive and dynamic circuit modeling to enhance the learning process. A comparative experiment was conducted to assess the effectiveness of traditional and virtual laboratories. Following the experiment, a survey revealed that 81.1% of participants found the VR-eLAB more effective than traditional labs, while 88.2% emphasized its usefulness for time management. Students reported enriched learning experiences due to the interactive nature of the virtual environment. These findings highlight the potential of virtual reality in making electronic laboratories more accessible and efficient, improving students’ understanding and engagement. The study demonstrates VR’s transformative role in education, offering a cost-effective and flexible alternative to traditional methods while fostering practical skills development.

References

  • Asare, S., Amoako, S. K., Biilah, D. K., & Apraku, T. B. (2023). The use of virtual labs in science education: A comparative study of traditional labs and virtual environments. International Journal of Science Academic Research, 4(11), 6563–6569. https://doi.org/10.5281/zenodo.1234567
  • Azevedo, B., Pedro, A., & Dorotea, N. (2024). Massive open online courses in higher education institutions: The pedagogical model of the Instituto Superior Técnico. Education Sciences, 14(11), Article 11. https://doi.org/10.3390/educsci14111215
  • Bačnar, D., Barić, D., & Ogrizović, D. (2024). Exploring the perceived ease of use of an immersive VR engine room simulator among maritime students: A segmentation approach. Applied Sciences, 14(18), Article 18. https://doi.org/10.3390/app14188208
  • Bektaş, K. (2020). Eğitimde sanal gerçeklik kullanımına yönelik tutum ölçeğinin geliştirilmesi [Master's thesis, İstanbul Üniversitesi]. ProQuest Dissertations Publishing.
  • Belciug, S., Bejinariu, S.-I., & Costin, H. (2020). An artificial immune system approach for a multi-compartment queuing model for improving medical resources and inpatient bed occupancy in pandemics. Advances in Electrical and Computer Engineering, 20(3), 23–30. https://doi.org/10.4316/AECE.2020.03003
  • Borsci, B., Lawson, G., & Jha, S. (2016). Effectiveness of a multidevice 3D virtual environment application to train car service maintenance procedures. Virtual Reality, 20, 41–55.
  • Brinson, J. R. (2015). Learning outcome achievement in non-traditional (virtual and remote) versus traditional (hands-on) laboratories: A review of the empirical research. Computers & Education, 87, 218–237. https://doi.org/10.1016/j.compedu.2015.07.003
  • Ciotti, M., Ciccozzi, M., Terrinoni, A., Jiang, W.-C., Wang, C.-B., & Bernardini, S. (2020). The COVID-19 pandemic: Critical reviews in clinical laboratory sciences. Critical Reviews in Clinical Laboratory Sciences, 57(6), 365–388. https://doi.org/10.1080/10408363.2020.1783198
  • Çivril, H. (2017). Açık ve uzaktan öğrenmede sanal laboratuvarlar: Devre analizi uygulaması [Ph.D. dissertation]. ProQuest Dissertations Publishing.
  • Ewais, A., Mystakidis, S., Khalilia, W., Diab, S., Christopoulos, A., Khasib, S., Yahya, B., & Hatzilygeroudis, I. (2024). Virtual reality immersive simulations for a forensic molecular biology course—a quantitative comparative study. Applied Sciences, 14(17), Article 17. https://doi.org/10.3390/app14177513
  • Felder, R. M., & Brent, R. (2004). The intellectual development of science and engineering students: Part 2: Teaching to promote growth. Journal of Engineering Education, 93(4), 279–291.
  • Gabrijelčič Tomc, H., Bratuž, N., & Javoršek, D. (2021). Colorimetric accuracy of color reproductions in the 3D scenes. Tehnički Vjesnik, 28(1), 20–26.
  • Hernández-de-Menéndez, M., Vallejo Guevara, A., & Morales-Menendez, R. (2019). Virtual reality laboratories: A review of experiences. International Journal on Interactive Design and Manufacturing (IJIDeM), 13(3), 947–966.
  • Johnson, L., Becker, S.A., Cummins M., Estrada V., Freeman A., & Hall C.(2016). NMC Horizon Report: 2016 higher education edition.
  • Kamińska,D., Sapiński,T., Aitken,N., Rocca,A.D., Barańska,M.& Wietsma,R.(2017). Virtual reality as a new trend in mechanical and electrical engineering education.Open Physics,15(1),936-941.
  • Kilinç,E.E., Aka,F.& Metlek,S.(2023).3bresnet:a novel residual block-based resnet model approach for COVID-19 detection.Bitlis Eren Üniversitesi Fen Bilimleri Dergisi,12(3),925-940.
  • Küçükkara,M.Y.& Özacar,K.& Ortakcı,Y.(2024). Mimarlık öğrencilerinin sanal gerçeklik ortamında Safranbolu tabakhanesinde rölöve alma deneyimi.Fırat Üniversitesi Mühendislik Bilimleri Dergisi,36(1),35-47.
  • Küçüksille,E.U.& Çatak,M.(2022). Examination of the factors that affect students' academic success by using ANFIS method.International Journal of Information Communication Technology and Digital Convergence,7(2),43-51.
  • Makransky,G.& Lilleholt,L.(2018).A structural equation modeling investigation of the emotional value of immersive virtual reality in education.Educational Technology Research and Development,66(5),1141-1164.
  • Meta.(2020). Meta Quest 2: Immersive all-in-one VR headset | Meta Store.
  • Meta.(2024a). Meta Quest 2: Immersive all-in-one VR headset | Meta Store.Get started with Meta Quest 2.
  • Meta.(2024b). The Oculus XR plugin | Meta Horizon OS developers.
  • Nicolaidou,I.Pissas,P.& Boglou,D.(2023). Comparing immersive virtual reality to mobile applications in foreign language learning in higher education: A quasi-experiment.Interactive Learning Environments,31(4),2001-2015.
  • Pletz,C.& Zinn,B.(2020). Evaluation of an immersive virtual learning environment for operator training in mechanical and plant engineering using video analysis.British Journal of Educational Technology,51(6),2159-2179.
  • Porcino,T.Trevisan,D.& Clua,E.(2020). Minimizing cybersickness in head-mounted display systems: Causes and strategies review.2020 22nd Symposium on Virtual and Augmented Reality (SVR)154-163.
  • Rajamani,S.K.& Iyer,R.S.(2024). Gamification of medical education using Blender software: Medical education with Blender.In Practices and implementation of gamification in higher education(pp275-296) IGI Global.
  • Sadek,O.Baldwin,F.Gray,R.Khayyat,N.& Fotis,T.(2023). Impact of virtual and augmented reality on quality of medical education during the COVID-19 pandemic: A systematic review.Journal of Graduate Medical Education,15(3),328-338.
  • Sharma,M.Kumar,P.& Singh,D.K.(2023). The role of virtual reality in education: A comprehensive review of research and application.2023 1st DMIHER International Conference on Artificial Intelligence in Education and Industry 4.0 (IDICAIEI)1-6.
  • Singh,G.Mantri,A.Sharma,O.& Kaur,R.(2021). Virtual reality learning environment for enhancing electronics engineering laboratory experience.Computer Applications in Engineering Education,29(1),229-243.
  • Technologies,U.(2023,Novermber2).Unity - Manual: Unity user manual 2023 .
  • Udeozor,C.Toyoda,R.Russo Abegão,F.& Glassey,J.(2021). Perceptions of the use of virtual reality games for chemical engineering education and professional training.Higher Education Pedagogies,6(1),175-194.
  • Valtonen,T.Leppänen,U.Hyypiä,M.Kokko,A.Manninen,J.Vartiainen,H.Sointu,E.& Hirsto,L.(2021). Learning environments preferred by university students: A shift toward informal and flexible learning environments.Learning Environments Research,24(371-388).

VR-eLAB: A virtual reality platform for electronics education

Year 2025, Volume: 7 Issue: 1, 31 - 41, 20.08.2025
https://doi.org/10.70669/ijedt.1588581

Abstract

Geleneksel laboratuvarların yüksek maliyetleri, sürekli teknolojik güncelleme ihtiyacı ve sınırlı kullanım süresi nedeniyle sanal laboratuvarlar önem kazanmıştır. Bu çalışmada, mühendislik eğitimindeki bu zorlukların üstesinden gelmek için Sanal Gerçeklik Tabanlı Elektronik Laboratuvarı (VR-eLAB) tanıtılmaktadır. VR-eLAB, öğrencilerin Blender ‘da oluşturulan ve Unity oyun motoru kullanılarak entegre edilen 3B modellenmiş devre bileşenlerinden yararlanarak sanal bir ortamda devre tasarlamalarına ve simüle etmelerine olanak tanır. Bu sanal laboratuvar uygulaması, öğrenme sürecini geliştirmek amacıyla etkileşimli ve dinamik devre modellemesini test etmek için Oculus Quest 2 VR başlıklarına entegre edilmiştir. Geleneksel ve sanal laboratuvarların etkinliğini değerlendirmek için karşılaştırmalı bir deney yapılmıştır. Deneyin ardından yapılan bir anket, katılımcıların %81,1’inin VR-eLAB’yi geleneksel laboratuvarlardan daha etkili bulduğunu ortaya koyarken, %88,2’si zaman yönetimi için yararlılığını vurgulamıştır. Öğrenciler, sanal ortamın etkileşimli doğası nedeniyle zenginleştirilmiş öğrenme deneyimleri yaşadıklarını bildirmişlerdir. Bu bulgular, sanal gerçekliğin elektronik laboratuvarlarını daha erişilebilir ve verimli hale getirme, öğrencilerin anlayışını ve katılımını artırma potansiyelini vurgulamaktadır. Çalışma, sanal gerçekliğin eğitimdeki dönüştürücü rolünü ortaya koymakta ve pratik becerilerin geliştirilmesini teşvik ederken geleneksel yöntemlere uygun maliyetli ve esnek bir alternatif sunmaktadır.

References

  • Asare, S., Amoako, S. K., Biilah, D. K., & Apraku, T. B. (2023). The use of virtual labs in science education: A comparative study of traditional labs and virtual environments. International Journal of Science Academic Research, 4(11), 6563–6569. https://doi.org/10.5281/zenodo.1234567
  • Azevedo, B., Pedro, A., & Dorotea, N. (2024). Massive open online courses in higher education institutions: The pedagogical model of the Instituto Superior Técnico. Education Sciences, 14(11), Article 11. https://doi.org/10.3390/educsci14111215
  • Bačnar, D., Barić, D., & Ogrizović, D. (2024). Exploring the perceived ease of use of an immersive VR engine room simulator among maritime students: A segmentation approach. Applied Sciences, 14(18), Article 18. https://doi.org/10.3390/app14188208
  • Bektaş, K. (2020). Eğitimde sanal gerçeklik kullanımına yönelik tutum ölçeğinin geliştirilmesi [Master's thesis, İstanbul Üniversitesi]. ProQuest Dissertations Publishing.
  • Belciug, S., Bejinariu, S.-I., & Costin, H. (2020). An artificial immune system approach for a multi-compartment queuing model for improving medical resources and inpatient bed occupancy in pandemics. Advances in Electrical and Computer Engineering, 20(3), 23–30. https://doi.org/10.4316/AECE.2020.03003
  • Borsci, B., Lawson, G., & Jha, S. (2016). Effectiveness of a multidevice 3D virtual environment application to train car service maintenance procedures. Virtual Reality, 20, 41–55.
  • Brinson, J. R. (2015). Learning outcome achievement in non-traditional (virtual and remote) versus traditional (hands-on) laboratories: A review of the empirical research. Computers & Education, 87, 218–237. https://doi.org/10.1016/j.compedu.2015.07.003
  • Ciotti, M., Ciccozzi, M., Terrinoni, A., Jiang, W.-C., Wang, C.-B., & Bernardini, S. (2020). The COVID-19 pandemic: Critical reviews in clinical laboratory sciences. Critical Reviews in Clinical Laboratory Sciences, 57(6), 365–388. https://doi.org/10.1080/10408363.2020.1783198
  • Çivril, H. (2017). Açık ve uzaktan öğrenmede sanal laboratuvarlar: Devre analizi uygulaması [Ph.D. dissertation]. ProQuest Dissertations Publishing.
  • Ewais, A., Mystakidis, S., Khalilia, W., Diab, S., Christopoulos, A., Khasib, S., Yahya, B., & Hatzilygeroudis, I. (2024). Virtual reality immersive simulations for a forensic molecular biology course—a quantitative comparative study. Applied Sciences, 14(17), Article 17. https://doi.org/10.3390/app14177513
  • Felder, R. M., & Brent, R. (2004). The intellectual development of science and engineering students: Part 2: Teaching to promote growth. Journal of Engineering Education, 93(4), 279–291.
  • Gabrijelčič Tomc, H., Bratuž, N., & Javoršek, D. (2021). Colorimetric accuracy of color reproductions in the 3D scenes. Tehnički Vjesnik, 28(1), 20–26.
  • Hernández-de-Menéndez, M., Vallejo Guevara, A., & Morales-Menendez, R. (2019). Virtual reality laboratories: A review of experiences. International Journal on Interactive Design and Manufacturing (IJIDeM), 13(3), 947–966.
  • Johnson, L., Becker, S.A., Cummins M., Estrada V., Freeman A., & Hall C.(2016). NMC Horizon Report: 2016 higher education edition.
  • Kamińska,D., Sapiński,T., Aitken,N., Rocca,A.D., Barańska,M.& Wietsma,R.(2017). Virtual reality as a new trend in mechanical and electrical engineering education.Open Physics,15(1),936-941.
  • Kilinç,E.E., Aka,F.& Metlek,S.(2023).3bresnet:a novel residual block-based resnet model approach for COVID-19 detection.Bitlis Eren Üniversitesi Fen Bilimleri Dergisi,12(3),925-940.
  • Küçükkara,M.Y.& Özacar,K.& Ortakcı,Y.(2024). Mimarlık öğrencilerinin sanal gerçeklik ortamında Safranbolu tabakhanesinde rölöve alma deneyimi.Fırat Üniversitesi Mühendislik Bilimleri Dergisi,36(1),35-47.
  • Küçüksille,E.U.& Çatak,M.(2022). Examination of the factors that affect students' academic success by using ANFIS method.International Journal of Information Communication Technology and Digital Convergence,7(2),43-51.
  • Makransky,G.& Lilleholt,L.(2018).A structural equation modeling investigation of the emotional value of immersive virtual reality in education.Educational Technology Research and Development,66(5),1141-1164.
  • Meta.(2020). Meta Quest 2: Immersive all-in-one VR headset | Meta Store.
  • Meta.(2024a). Meta Quest 2: Immersive all-in-one VR headset | Meta Store.Get started with Meta Quest 2.
  • Meta.(2024b). The Oculus XR plugin | Meta Horizon OS developers.
  • Nicolaidou,I.Pissas,P.& Boglou,D.(2023). Comparing immersive virtual reality to mobile applications in foreign language learning in higher education: A quasi-experiment.Interactive Learning Environments,31(4),2001-2015.
  • Pletz,C.& Zinn,B.(2020). Evaluation of an immersive virtual learning environment for operator training in mechanical and plant engineering using video analysis.British Journal of Educational Technology,51(6),2159-2179.
  • Porcino,T.Trevisan,D.& Clua,E.(2020). Minimizing cybersickness in head-mounted display systems: Causes and strategies review.2020 22nd Symposium on Virtual and Augmented Reality (SVR)154-163.
  • Rajamani,S.K.& Iyer,R.S.(2024). Gamification of medical education using Blender software: Medical education with Blender.In Practices and implementation of gamification in higher education(pp275-296) IGI Global.
  • Sadek,O.Baldwin,F.Gray,R.Khayyat,N.& Fotis,T.(2023). Impact of virtual and augmented reality on quality of medical education during the COVID-19 pandemic: A systematic review.Journal of Graduate Medical Education,15(3),328-338.
  • Sharma,M.Kumar,P.& Singh,D.K.(2023). The role of virtual reality in education: A comprehensive review of research and application.2023 1st DMIHER International Conference on Artificial Intelligence in Education and Industry 4.0 (IDICAIEI)1-6.
  • Singh,G.Mantri,A.Sharma,O.& Kaur,R.(2021). Virtual reality learning environment for enhancing electronics engineering laboratory experience.Computer Applications in Engineering Education,29(1),229-243.
  • Technologies,U.(2023,Novermber2).Unity - Manual: Unity user manual 2023 .
  • Udeozor,C.Toyoda,R.Russo Abegão,F.& Glassey,J.(2021). Perceptions of the use of virtual reality games for chemical engineering education and professional training.Higher Education Pedagogies,6(1),175-194.
  • Valtonen,T.Leppänen,U.Hyypiä,M.Kokko,A.Manninen,J.Vartiainen,H.Sointu,E.& Hirsto,L.(2021). Learning environments preferred by university students: A shift toward informal and flexible learning environments.Learning Environments Research,24(371-388).
There are 32 citations in total.

Details

Primary Language English
Subjects Electrical Engineering (Other)
Journal Section Research Paper
Authors

Mustafa Çatak 0000-0003-1857-6959

Ecir Uğur Küçüksille 0000-0002-3293-9878

Kubilay Taşdelen 0000-0001-5664-3898

Early Pub Date January 10, 2025
Publication Date August 20, 2025
Submission Date November 20, 2024
Acceptance Date December 13, 2024
Published in Issue Year 2025 Volume: 7 Issue: 1

Cite

APA Çatak, M., Küçüksille, E. U., & Taşdelen, K. (2025). VR-eLAB: A virtual reality platform for electronics education. Uluslararası Mühendislik Tasarım Ve Teknoloji Dergisi, 7(1), 31-41. https://doi.org/10.70669/ijedt.1588581