🤖 AI Summary
This study addresses the challenge of effectively conveying abstract core competencies in STEM curricula—such as algorithmic thinking and formal reasoning—through traditional university orientation activities. To bridge this gap, the authors propose the first digital twin campus system that maps the structure of an authentic introductory information engineering course into an immersive virtual reality (VR) experience. The system features six progressively sequenced gamified modules covering programming, hardware debugging, graph traversal, shortest-path optimization, and database querying. Integrating VR technology, curriculum-aligned design, and interactive mechanics, a pilot study (N=18) demonstrated significant knowledge gains (p<0.001, r=0.86), strong usability (mean SUS score: 76.4), high engagement (4.21/5), and minimal simulator sickness (mean SSQ score: 7.1), thereby validating both the efficacy of a carefully calibrated difficulty gradient and the feasibility of deeply embedding academic content within immersive learning environments.
📝 Abstract
Traditional university orientation formats struggle to convey the intellectual substance of STEM curricula, particularly in disciplines where core competencies, such as algorithmic thinking and formal reasoning, are inherently abstract. This paper presents TUMSphere, a serious virtual reality (VR) application built as an interactive digital twin of the TUM Bildungscampus Heilbronn, in which six curriculum-mapped mini-games translate foundational Information Engineering topics into hands-on VR challenges. The mini-games, covering introductory programming, hardware debugging, code completion, graph traversal, shortest-path optimization, and relational database querying, follow a graduated difficulty progression that mirrors the real semesters'structure of the degree. We describe the pedagogical rationale, the VR interaction mechanics, and nine cross-cutting design considerations that guided development. A within-subjects pilot study (N = 18) using pre-/post-knowledge tests, the System Usability Scale, a User Engagement Scale adaptation, and the Simulator Sickness Questionnaire yielded a statistically significant knowledge gain (p<0.001, r = 0.86), good usability (SUS M = 76.4), high engagement (M = 4.21/5), and negligible simulator sickness (SSQ M = 7.1). Task performance logs confirmed the intended difficulty gradient across mini-games. These results suggest that embedding authentic academic challenges in an explorable VR campus is a viable and extensible approach to gamified STEM outreach.