ABSTRACT VIEW
UNITY-DRIVEN VR PLATFORM FOR CUSTOMIZABLE, DATA-ENHANCED EDUCATIONAL EXPERIENCES
A. Cools, N. Huysmans, M. Medaer, J. Merckx, B. Viroux
TMC (BELGIUM)
Virtual reality (VR) is redefining educational practices by offering immersive, interactive learning that traditional methods often struggle to achieve. A project, developed by UCLL University of Applied Sciences and TMC, introduces an accessible VR platform powered by Unity, a versatile game development platform that enables developers to create VR games and experiences, empowering educators to easily create and customize realistic VR scenarios that address specific learning objectives. The platform’s Unity-based scenario creator requires minimal technical expertise, enabling educators across disciplines—from healthcare and social sciences to engineering and environmental studies—to design tailored, high-impact simulations.

Through extensive consultation with educational stakeholders, three critical challenges were identified: bridging the knowledge gap between educators and technology partners, developing user-friendly and purpose-driven VR content, and creating an accessible, integrated platform. This project addresses these challenges through its intuitive scenario creator, which allows educators to tailor immersive content to specific learning objectives, making VR technology truly accessible to all education professionals.

Unity’s versatility enables the creation of diverse, realistic scenarios that can replicate challenging real-world environments. For example, educators in healthcare can simulate critical medical scenarios, while those in business fields can recreate realistic customer interactions to enhance their skills in marketing and sales. These immersive scenarios offer students hands-on problem-solving experiences that traditional methods cannot fully replicate. The platform is designed to enhance engagement and retention, creating a dynamic learning environment that fosters experiential learning and skill development.

The project centers on an innovative data capture and feedback system powered by a Unity-based pipeline that tracks user interactions during scenario play. By collecting anonymized performance data, the system generates standardized reports that offer detailed insights into user engagement, scenario-specific metrics, and learning progression. These comprehensive analytics enable instructors to systematically evaluate training effectiveness, implement evidence-driven scenario refinements, and enhance both immersive learning experiences and educational outcomes. A focused case study in mental health communication training demonstrates the platform's versatility in supporting nurses across specialties by creating a safe, empathetic simulation environment.

In summary, this VR project represents a forward-thinking solution that combines flexible customization, data-informed insights, and immersive engagement. Additionally, its scalable design ensures broad transferability across various educational domains, promoting long-term sustainability and adaptability to diverse learning environments. As we prepare to present our findings and discuss its role in the educational landscape at the International, Technology, Education and Development conference, we are excited about its potential to transform education by making VR an essential component of modern learning environments.

Keywords: Virtual Reality, Education, Technology, Teaching, Unity, Extended Reality, Game, AI, Cloud, Meta Quest, Adaptability.

Event: INTED2025
Session: Emerging Technologies in Education
Session time: Tuesday, 4th of March from 08:30 to 13:45
Session type: POSTER