Conference paper 2025

From Zero to VR: A Narrative-Driven Pedagogical Workflow for Rapid Immersive Development Education with Multi-Instructor Support

Proceedings - SIGGRAPH Asia 2025 Educator's Forum, SA 2025
Conference · Art. 10
Abstract

This paper presents a brand-new pedagogical framework for teaching Virtual Reality (VR) development to undergraduate students with no prior programming experience through an intensive 24-hour, narrative-driven curriculum. We demonstrate that combining story-centered learning with multi-instructor support enables novice learners to create sophisticated Unity-based VR applications addressing complex social challenges. Our approach integrates academic guidance, industry mentorship, and technical laboratory support to bridge the gap between creative vision and technical implementation. Results show the following four distinct application categories that emerged organically: student projects spanning healthcare interventions (MindEye), cultural preservation (Fire·Blessing), social justice awareness (Invisible Chain, OpenFashion VR), psychological narratives (Mindscape), and empathy-building experiences (Through Their Eyes). These demonstrate the effectiveness of this rapid prototyping methodology. Our findings indicate that narrative-driven, project-based learning can successfully democratize access to VR development education while maintaining high standards for technical achievement and social impact. This pedagogical workflow offers a replicable framework for institutions seeking to implement accessible, immersive technology curricula in resource-constrained environments, challenging traditional assumptions about technical education prerequisites and demonstrating VR's potential to address societal challenges through empathy-building, immersive experiences. © 2025 Copyright held by the owner/author(s).

Keywords

Author Keywords

Not provided

Index Keywords

Teaching Curricula Engineering education Education computing Students Student project Virtual reality Laboratories Creatives Cultural preservation Immersive Programming experience Social challenges Technical implementation Technical laboratories Undergraduate students Work-flows Historic preservation
Author Affiliations
Harbin Institute of Technology Shenzhen, Shenzhen, Guangdong, China
Funding & Acknowledgements
No funding information
References 10 References
1 Asad, Muhammad Mujtaba, Virtual Reality as Pedagogical Tool to Enhance Experiential Learning: A Systematic Literature Review, Education Research International, 2021, (2021)
2 Berrezueta-Guzman, Santiago, Immersive Multiplayer VR: Unreal Engine’s Strengths, Limitations, and Future Prospects, IEEE Access, 13, pp. 85597-85612, (2025)
3 Farzinnejad, Forouzan, Immersive Virtual Reality for Vocational Training: A Case Study in Bakery Sales Training, Proceedings - 2025 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops, VRW 2025, pp. 1346-1347, (2025)
4 Proceedings of the Eighteenth International Conference on Tangible Embedded and Embodied Interaction, (2024)
5 Guo, Mengyao, Folding Reality: Learning Spatial Computing through VR Interactive Paper Folding Game, Proceedings - 2025 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops, VRW 2025, pp. 1340-1341, (2025)
6 Inoue, Ryudai, SynchroDexterity: Rapid Non-Dominant Hand Skill Acquisition with Synchronized Guidance in Mixed Reality, Proceedings - 2025 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops, VRW 2025, pp. 1342-1343, (2025)
7 Jackson, Luke Conrad, A critical review of the effectiveness of narrative-driven digital educational games, International Journal of Game-Based Learning, 8, 4, pp. 32-49, (2018)
8 Jiang, Yuyang, Mindfulness Anywhere: Meditating in the Generated Virtual World, Proceedings - 2025 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops, VRW 2025, pp. 1406-1407, (2025)
9 Kouijzer, Marileen M.T.E., Implementation of virtual reality in healthcare: a scoping review on the implementation process of virtual reality in various healthcare settings, Implementation Science Communications, 4, 1, (2023)
10 Lanzieri, Nicholas, Virtual Reality: An Immersive Tool for Social Work Students to Interact with Community Environments, Clinical Social Work Journal, 49, 2, pp. 207-219, (2021)
Quick Actions
Full Text via DOI
Citation Metrics
0
Times Cited (Scopus)

References 10
Document Identifiers