## 3 Results and Discussion  
### Usability Results and Student Satisfaction  
Firstly, the application's usability was evaluated with 18 students, who presented their work in the virtual space.  
The main demographic data of the students are as detailed next: 66.67% of the participants were male and the remaining 33.33% were female. The case study involved first-year students, aged between 18 and 25 years old, all pursuing bachelor's studies or equivalent qualifications. Only 11.11% of the students had prior experience with VR devices, while the remaining 88.89% reported no prior experience.  
According to the results of the SUS questions (see Figure 6--note that a five-point Likert-type scale is used), the global perceived usability of the application was 87.08 out of 100 (min: 75, max: 95; SD: 6.66). These scores indicate that the developed application accomplished a very good usability level.  
Furthermore, the students were asked to provide comments regarding their experience presenting their work within the metaverse. The majority of users expressed a strong interest in frequently using this new form of presenting, emphasizing the advantages of effectively showcasing their designs. Additionally, most students agreed that having more VR devices during the development and presentation phases would be beneficial.  
\begin{table}
\begin{tabular}{c l} \hline \hline SUS1 & I think that I would like to use this system frequently \\ \hline SUS2 & I found the system unnecessarily complex \\ \hline SUS3 & I thought the system was easy to use \\ \hline SUS4 & I think that I would need the support of a technical person to be able to use this system \\ \hline SUS5 & I found the various functions in this system were well integrated \\ \hline SUS6 & I thought there was too much inconsistency in this system \\ \hline SUS7 & I would imagine that most people would learn to use this system very quickly \\ \hline SUS8 & I found the system very cumbersome to use \\ \hline SUS9 & I felt very confident using the system \\ \hline SUS10 & I needed to learn a lot of things before I could get going with this system \\ \hline \hline \end{tabular}
\end{table}
Table 1: SUS questions [40].  
Moreover, the 40 students were asked about their preference for using VR to present their projects. They responded using a five-point Likert-type scale, where 5 indicated a strong preference for using VR, and 1 indicated a dislike for using VR. The result was a mean score of 4.35, with a standard deviation of 0.80. This indicates a positive inclination towards using VR as a preferred presentation method for their projects.  
Finally, the majority of students added some comments, providing their personal opinions. Some of these comments were as follows:  
* \"The subject has been surprising\";
* \"I think it has been a great learning to introduce us to the world of robotics\";
* \"We must adapt to new technologies and the use of these tools is a clear example of what the future will be, not too far away\";
* \"It is a very good way to work, especially considering that in the university you expect much more traditional classes\";
* \"From my point of view, I think that the methodology used in this subject has seemed good to me, therefore I would use it for future subjects\".