# Impact of VR Application in an Academic Context
## 3 Results
### Student Feedback: Analysis of the Surveys and Quiz Results
#### 3.2.2 EduAssistant VR Instrument  
In addition to the recording, we asked 20 students (from Politehnica University of Bucharest, Faculty Automatic Control and Computer Science) to try the EduAssistant using a VR headset. They were instructed to focus more on voice recognition, video conference, amphitheater multimedia elements, and the whiteboard. A total of 7 bachelor's degree students and 13 master's degree students accepted the challenge. None of them had attended the Workflow Management course before. The EduAssistant application was designed to support multiple users in parallel in the virtual lecture hall. During the study, we tested the app with a group of participants who were able to interact with each other and with the app in the same virtual environment. The app's features and functionalities were specifically developed to enable collaboration and interaction among multiple users in a virtual setting, which is an important aspect of its educational value. The students in the study interacted with each other through various features of the VR software instrument (EduAssistant) such as the virtual whiteboard, video conference system, and voice recognition. The virtual whiteboard allowed them to write in real-time on the same board, enabling collaborative work and brainstorming. The video conference system facilitated communication and allowed students to see each other during virtual classes. Finally, the voice recognition feature allowed students to search for information, and the results were displayed on a shared screen, enabling them to see what others were searching for and discuss the results together. These interaction methods provided a sense of connection and community interaction, fostering engagement and active learning among the students. The average interaction with the VR instrument was between 30 min and 1 h and all of them had had previous experience with VR. After finishing the activity, the students anonymously answered a post survey with a predefined set of questions. A total of 80% specified that they had used VR before for games and fun, 15% for movies and games, and 5% for other activities. Voice recognition and VR multimedia EduAssistant features offer several advantages that were also reported in other studies [37]. Students' engagement levels may increase due to VR activities, the knowledge may be disseminated  
Figure 22: Average rating for various elements from the video shown. Error bars display 95% confidence interval. faster, and collaboration and interaction are fostered. Complementary, an essential feature of EduAssistant is the ability to guide students during the learning process by providing sufficient resources for studying using voice search. Furthermore, it is well known that a VR platform such as this one reduces the time spent searching for information compared to traditional ways of finding the information by manually looking at various sources. The study included open and closed questions, as well as satisfaction questions rated with a Likert scale from 1 to 5, and its purpose was to measure engagement level, interaction, collaboration, and usefulness of the tool in the field of educationAdditionally, we tried to identify difficulties faced during the study and additional features to enhance the tool in the future. Regarding overall experience, Figure 23 shows that the instrument had a positive impact in terms of students' sense of community and interaction with the environment. The overall experience with the platform was positive. Students rated the experience with more than 4 out of 5 (see Figure 23). Participants believe that EduAssistant engaged them in VR experience, and they felt motivated to continue studying. The voice recognition option was considered useful, and students considered they were receiving the proper information while using this function.