Enhancing AI Literacy through Immersive VR : Evaluating Pedagogical Design and GenAI Integration

  • Renia LOPEZ-OZIEBLO
  • , Daniel Jiandong SHEN
  • , Umawathy TECHANAMURTHY
  • , Helen GENG
  • , Aru NURGISSAYEVA

Research output: Book Chapters | Papers in Conference ProceedingsConference paper (refereed)Referred Conference Paperpeer-review

Abstract

As AI continues to reshape industries, enhancing AI literacy is crucial for empowering learners to interact confidently and critically with emerging technologies. Virtual Reality (VR) offers a way to bridge theoretical knowledge with practical application but integrating VR into educational settings struggles with technical and pedagogical challenges. This study investigates how immersive VR environments can be optimized to enhance AI literacy and identifies key factors driving students’ intent to adopt these technologies. Using Classlet—a VR platform that integrates interactive multimodal tasks, narrative-driven activities, and GenAI avatar interactions—we created a virtual office where learners engaged in research tasks and simulation scenarios with instructor-customized prompts. Our mixed-methods approach, involving participants from Hong Kong and Malaysia, focused on AI literacy within contexts such as Fast Fashion and European society. Regression analyses revealed that overall intent is strongly predicted by composite enjoyment, perceived performance, and behavioral control (R2 = 0.803). Post-AI literacy self-assessments were predicted by AI self-efficacy and enjoyment ( R2 = 0.421). However, female participants reported lower scores on AI efficacy (p = 0.042), suggesting baseline differences that warrant further investigation. Qualitative insights show the immersive and engaging nature of the experience while highlighting the need for further GenAI prompt designs for elaborative and bidirectional interactions.
Original languageEnglish
Title of host publication2025 7th International Conference on Computer Science and Technologies in Education, CSTE 2025
PublisherIEEE
Pages718-723
Number of pages6
ISBN (Electronic)9798331511661
DOIs
Publication statusPublished - 29 Jul 2025
Event2025 7th International Conference on Computer Science and Technologies in Education (CSTE) - Wuhan, China
Duration: 18 Apr 202520 Apr 2025

Conference

Conference2025 7th International Conference on Computer Science and Technologies in Education (CSTE)
Abbreviated titleCSTE 2025
Country/TerritoryChina
CityWuhan
Period18/04/2520/04/25

Bibliographical note

Publisher Copyright:
© 2025 IEEE.

Funding

This study was funded by The Hong Kong Polytechnic University (Teaching Development Grant, Project Code: TDG22- 25/R2/SMS-3)

Keywords

  • AI Literacy
  • Classlet platform
  • Experiential Learning
  • GenAI Avatars
  • Immersive Virtual Reality
  • Pedagogical Innovation

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