TY - GEN
T1 - Enhancing AI Literacy through Immersive VR
T2 - 7th International Conference on Computer Science and Technologies in Education, CSTE 2025
AU - Lopez-Ozieblo, Renia
AU - Jiandong, Daniel Shen
AU - Techanamurthy, Umawathy
AU - Geng, Helen
AU - Nurgissayeva, Aru
N1 - Publisher Copyright:
© 2025 IEEE.
PY - 2025
Y1 - 2025
N2 - 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.
AB - 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.
KW - AI Literacy
KW - Classlet platform
KW - Experiential Learning
KW - GenAI Avatars
KW - Immersive Virtual Reality
KW - Pedagogical Innovation
UR - https://www.scopus.com/pages/publications/105013538409
U2 - 10.1109/CSTE64638.2025.11092268
DO - 10.1109/CSTE64638.2025.11092268
M3 - Conference article published in proceeding or book
AN - SCOPUS:105013538409
T3 - 2025 7th International Conference on Computer Science and Technologies in Education, CSTE 2025
SP - 718
EP - 723
BT - 2025 7th International Conference on Computer Science and Technologies in Education, CSTE 2025
PB - Institute of Electrical and Electronics Engineers Inc.
Y2 - 18 April 2025 through 20 April 2025
ER -