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Educating the Youth on Energy and Data Literacy Through VR-ENERGY Learning Platform
Radford High School Project

Virtual Reality (VR) allows students to “learn by doing” following a constructivist approach (Pantelidis, 2009). VR environments support the active construction of knowledge through repeatable experiments, allowing students to simulate activities in a low-risk setting (Bricken, 1990). VR learning systems immerse students in an interactive 3D computer-generated world which closely emulates operations and equipment found in the real world (Lee et al., 2010). The goal of this research to develop a prototype VR learning platform called VR-ENERGY for computer science skill development, based on smart infrastructure and residential energy monitoring systems. Using the home as a relatable environment, students will learn about sensor installation, data transmission, data storage, data analysis, and data visualization. The VR-ENERGY platform will be a two-part learning system, half in VR and the other half using a data visualization software called Tableau. The VR part of the learning experience will allow students to explore and familiarize themselves with all of the components of the eGauge energy monitoring system. After familiarizing themselves with the components, students will have the option to follow a tutorial or freestyle when installing the eGauge system. After the students have successfully installed the eGauge system, they will be able to download the energy consumption data from the eGauge system in VR to begin data analysis and data visualization in Tableau, which is the second half of the VR-ENERGY learning system. The insights discovered from this study will allows teachers a way incorporate VR into the educational curriculum. Benefits of VR in the classroom include active rather than passive experiences, immediate engagement, help understanding complex theories, immersive experience meaning minimum to no distractions for the students, exploration and hands on approach aids with learning and retention suited to all types of learning styles (Yildirim et al., 2020). This VR-ENERGY platform can serve a template to improve a way to increase the energy literacy rate of today’s youth..

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