There are a number of ways in which VR can help fill gaps in the learning process. It can provide more instances of working with, or interacting with, a concept. It can foster higher-order thinking and help to develop critical thinking by way of experiential learning, as it encourages students to explore, identify, and experiment with the content at their own pace. We have attained all of the above in our modules through the accurately curated assessment questions that majorly cover different domains of cognition under Bloom’s Taxonomy.
Below is an example of a multiple-choice question that appears as part of an assessment inside a VR module.
All the questions are scored and the scores obtained by the students are stored in an offline database of the VR device that helps in building the data for Report and Analytics. This assessment data can easily be synced with the web cloud by connecting the VR devices on a valid internet network.
Several kinds of reports can be accessed by different user profiles.