## 3 Results
### Implementation and Evaluation of the VR Teaching Strategy  
A panel of five experts was selected to use and analyze the teaching strategy, named the Virtual Electrical Lab. This process allowed for the compilation of observations through a questionnaire to establish criteria for improvements. The observations, recommendations, and identified limitations aimed to enhance the video game in terms of usability, pedagogical integration, and safety. At the start of the session, with each expert in the virtual reality laboratory, instructions for using the Oculus Quest virtual reality display device were provided, along with an introduction to the virtual learning environment. The progress within this environment was observable from outside the VR device via a screen. In refining the assessment tools for the serious game, the necessity to adapt the evaluation strategy to better suit the developmental stage of the project was recognized. Initially guided by general frameworks from the literature [45], a comprehensive questionnaire was specifically designed to address usability, pedagogical integration, and safety aspects, drawing from established methodologies in usability testing for serious games. This approach ensures that the game not only meets technical standards but also aligns with educational goals, providing a safe and effective learning environment. The results from this structured evaluation are instrumental in directing ongoing adjustments and enhancements, confirm  
Figure 8: Oculus Touch input system in Unity. Source: Unity Manual [44]. ing the game's readiness for eventual academic applications and highlighting its potential for broader educational impacts. Usability and interaction (expert panel): The survey results from the results on usability (Table 4) indicate a highly positive reception of the VR tool's instructional quality and design features. Preliminary instructions provided by the developer or course instructor were rated as either \"Excellent\" (60%) or \"Very Good\" (40%), with no responses falling into lower categories. Similarly, the quality of in-game instructions for controls, object handling, and circuit building received the same high ratings, indicating clear and effective guidance for users. Satisfaction with the 3D environment design, including colors, textures, audio, voices, 3D objects, lighting, and scales, also scored highly, with 60% rating it as \"Excellent\" and 40% as \"Very Good\". This reflects the immersive and visually appealing nature of the VR environment. The 2D interface design (main panel) and the sense of immersion were similarly praised, with a majority of the ratings being in the \"Excellent\" and \"Very Good\" categories. Notably, questions related to interaction (Questions 6 to 11) showed that evaluators found the objects and buttons intuitive and easy to use, with 60% to 100% of the responses indicating \"Almost always\" or \"Always\". These results suggest that the VR tool is user-friendly and effectively engages users through its design and interactive elements. Pedagogical integration (expert panel): The survey results for pedagogical integration (Table 5) highlight the strong alignment of the VR system with educational content and its effectiveness in meeting learning needs. All evaluators (100%) agreed that the electrical concepts presented were appropriate for teaching basic DC electrical circuits and that the images and videos related to the concepts were clear. The degree of interaction with the 3D objects within the game was rated highly, with 60% of the responses indicating \"5\" (the highest rating) and 40% indicating \"4\". This suggests that the VR tool effectively engages students in interactive learning. Additionally, the circuit-building module was deemed to meet real electrical circuit practice needs to a great extent or completely by 60% of the evaluators.