AR/VR Learning Research

In the third Intellectual Output (IO3), the project focuses on research to evaluate the effectiveness of new educational approaches using XR technology and their impact on learning experiences. This research plan aims to address several key questions, including educators’ and students’ learning needs, meeting learning objectives, enhancing enthusiasm in online learning, supporting creativity in virtual contexts, and effectively innovating in virtual and online settings.

The innovative aspect of this research lies in its use of advanced technological tools to measure human emotions and experiences in both real and virtual contexts. Haaga-Helia has invested in state-of-the-art emotion and interaction laboratories, utilizing biometrics, eye-tracking, and emotional intelligence algorithms to understand emotional reactions in various learning environments.

The research approach is iterative, with multiple rounds of planning, execution, and reporting. This continuous process generates valuable data for education planners to improve content and methods. It is expected to result in four scientific articles, contributing to a deeper understanding of XR-based education.

This research’s digital nature makes it broadly applicable and sustainable, with potential transferability to various institutions beyond hospitality education. The methodology includes action research and constructive research approaches, tailored to construct effective technology-assisted education. The key tasks involve developing a detailed research design, creating an information delivery system, conducting research projects, and reporting findings to inform the ongoing development of IO1 and IO4.



In progress

  • Self-reported Engagement Levels.
  • Engagement Through Emotion Measurement.
  • Usability and comparison of blueprints against prototypes.
  • Cognitive Effects.