# Transforming Interactive Educational Content into Immersive Virtual Reality Learning Objects
## 6 Experiment Setup  
A quantitative exploratory study of the developed IVR application in educational activities was performed. To gain insights into the application and usability of the developed prototype, a strategy was chosen to include a selected group of information technology undergraduate students from the course \"Information Systems Graphical User Interface\" due to their familiarity with the concept of system usability, as well as expertise in the principles in website and GUI evaluation. Any student from this course falls in this category--students' ages range from 20 to 25 years old; they have finished secondary education that includes a biology course that introduces knowledge about basic human anatomy. Even so, though the undergraduate students are computer literate, the majority of them did not have any experience with IVR. The choice to include participants with no prior IVR experience was made because the experiment evaluates an IVR LO as a tool to be included into appropriate learning curricula. Permission to conduct the research during the course's lectures and invite its students to participate in it was given by the course's professor. Participating students were volunteers, no reward incentives for participating were offered. The developed educational IVR application prototype was not part of the \"Information Systems Graphical User Interface\" study course, it was only included as additional material for conducting the experiment. Figure 5: Sample Moodle LMS report of the participants’ results in the IVR application. The experiment was conducted according to the following procedure. Each volunteering participant was briefly introduced to the experiment and its research purpose, they were informed about the procedure and what they will have to complete. The volunteers were also notified that they could opt out of the experiment at any time. After receiving their consent to participate, the experiment began. First, the participants had to test the developed educational IVR application (Figure 3) by completing its task--constructing a human skeleton. Each participant was instructed on how to use the application, how to pick up objects, and how to use the available learning material. The IVR hardware that was used for the experiment was the Meta Quest 2 headset with its controllers, using the default Horizon OS v65 (formerly known as the Android Open-Source Project operating system software). The application itself was hosted on the Kaunas University of Technology Moodle environment (Moodle v4.1) and launched through the Meta Quest Browser. No time limit was set to complete the task. After completing the task in the educational IVR application, each participant had to construct a human skeleton in a certified desktop 2D interactive LO (Figure 6) from \"Emokylka.lt\"--a website authorized by the National Education Agency of Lithuania, hosting various books, programs, recommendations, digital teaching aids, and tools for various age schoolchildren. The interactive LO was used in the Google Chrome web browser on a computer running the Windows 10 operating system. When participants had completed tasks in both applications, they were asked to fill in a form containing a series of questions about their experiences using the applications. The research instrument is an anonymous questionnaire consisting of 54 questions designed to evaluate the developed IVR educational application prototype and compare it to the desktop alternative. The questionnaire was constructed and issued using Google Forms. Question blocks of the questionnaire:  
* Socidemographic data (IVR experience)--one question
* WBLT questionnaire prepared according to the Web-based Learning Tool (WBLT) Evaluation Scale [40]. This evaluation scale is intended to determine the effectiveness of learning tools and objects. The WBLT Questionnaire consists of 13 questions representing 3 constructs: learning, design, and engagement.