# Impact of VR Application in an Academic Context
## 4 Discussion and Future Work  
To be able to assess if the assumptions related to impact and usefulness of VR application were correct, the key aspects of the obtained results are discussed further. Disseminating and promoting knowledge can prove to be a challenging task at times. The ongoing pandemic has exacerbated these challenges due to the spatial barriers it has imposed, thus augmenting the need for students to receive greater assistance in the learning process [39]. There are several main axes that were addressed starting with the features of the application and their capacity to satisfy students' academic needs. This paper evaluates the capabilities of a VR instrument for education, mainly for the Workflow Management course at University Politehnica of Bucharest, Faculty Automatic Control and Computer Science, with the following features: voice recognition, video conference system, and whiteboard. The action takes place in an immersive amphitheater, featured with authentic classroom objects and crafted details to make the space close to reality. The results of the study revealed the following main advantages of using VR for academic purposes:  
* Increase students' engagement level: The VR education system was shown to increase students' engagement level, as evidenced by experiments conducted in this study. For example, the EduAssistant VR tool was found to be effective in engaging students with Workflow Management course material, as revealed by the percentage of successful achievements in a quiz, which was 90% (9 out of 10 students graded). Additionally, the use of multimedia elements and video conferences fostered a sense of community and collaboration among students;
* Improve knowledge acquisition efficiency: The VR education system was found to help students acquire knowledge more efficiently than traditional classroom-based methods. This was demonstrated by a comparison of exam scores obtained by students who participated in the Workflow Management course using the VR tool, as opposed to those who received instruction in a conventional classroom setting. The results showed that the VR-based training was superior to traditional classroom-based training. Students may spend a significant amount of time on self-study and searching for additional resources to enhance their deep learning, or they may opt to ask their professors for further explanations, which may be less efficient than using the VR voice recognition feature;
* Improved accessibility: The VR education system can improve accessibility to educational materials and resources, as it allows for quick and accurate searches without the need for manual input. With voice recognition technology, users can perform multiple \begin{table}
\begin{tabular}{c c c} \hline \hline
**Group** & **VR Tool** & **Traditional Learning** \\ \hline Mean & 8.51 & 7.55 \\ Standard deviation & 0.816 & 1.317 \\ Standard error of the mean & 0.258 & 0.294 \\ N & 10 & 20 \\ \hline \hline \end{tabular}
\end{table} 
Table 6: \(t\)-Test results. tasks simultaneously, such as searching for information while continuing to navigate within the VR environment or draw to the whiteboard. * Efficiency, effectiveness, and high accuracy: The effectiveness of VR-based training was found to be superior to that of traditional classroom training, as demonstrated by a comparison of the exam scores obtained by students who participated in the Workflow Management course using the VR tool, as opposed to those who received instruction in a conventional classroom setting (see Figure 25). The voice recognition feature based on HMM suggests that students can locate information more efficiently compared to manual searching. The usefulness of the HMM was demonstrated by the results obtained in the simulation stage with auto-generated and human voice samples. The confidence level was over 90% for all the simulations (see Figures 15-18). Additionally, the quiz proved that voice recognition capability is a good addition for self-learning and knowledge gathering.