Enhancing User Onboarding in Virtual Reality Educational
Applications: Evaluating the Effectiveness of Pre-Training User
Onboarding Method
Sam Sabah
1,2 a
, Alexander Tillman
2 b
, Jan Schneider
3 c
and Hendrik Drachsler
1,2,3 d
1
Faculty of Computer Science, Goethe University Frankfurt, Robert-Mayer-Str. 11-15, 60325 Frankfurt am Main, Germany
2
studiumdigitale, Goethe University Frankfurt, Eschersheimer Landstr. 155/157 60323 Frankfurt am Main, Germany
3
DIPF - Leibniz Institute for Research and Information in Education, Rostocker Str. 6, 60323 Frankfurt am Main, Germany
{sabah, tillmann}@sd.uni-frankfurt.de, {j.schneider, h.drachsler}@dipf.de
Keywords:
Virtual Reality, User Onboarding, Pre-Training, Educational Technology, Immersive Educational Eools.
Abstract:
Virtual Reality (VR) offers immersive and engaging educational experiences, but students often face chal-
lenges when first interacting with these environments, making effective onboarding essential. This study
evaluates the effectiveness of pre-training as a method for onboarding users in VR educational applications.
We conducted a user evaluation survey with 36 participants, primarily university students, to assess their ex-
periences with pre-training. The results indicate that while pre-training improves users’ ability to navigate and
moderately enhances overall satisfaction, it is less effective in building user confidence. Participants showed
a strong preference for interactive tutorials over static pre-training slides, suggesting that more engaging and
interactive methods may better support user onboarding. These findings highlight the need for more dynamic
onboarding approaches to improve user experience and learning outcomes in VR educational tools.
1 INTRODUCTION
Virtual Reality (VR) offers immersive and interac-
tive learning experiences in education(Freina and Ott,
2015; Di Natale et al., 2020). Through VR, students
can explore complex concepts and scenarios inter-
actively, enhancing both the enjoyment and efficacy
of learning (Freina and Ott, 2015; Merchant et al.,
2014). While VR enhances educational experiences,
its integration presents challenges, including a learn-
ing curve requiring students to adapt to virtual settings
and controls before engaging with content. Address-
ing this adjustment phase is key to maximizing VR’s
effectiveness in education (Marougkas et al., 2024;
Hamilton et al., 2021).
Initial interactions with VR can be challenging, as
many students struggle to navigate and interact within
virtual environments, which can hinder their learning
(Mikropoulos and Natsis, 2011). This highlights the
importance of onboarding—the process of acclimat-
ing users to the VR environment and controls before
a
https://orcid.org/0009-0009-5111-3068
b
https://orcid.org/0000-0001-7230-7042
c
https://orcid.org/0000-0001-8578-6409
d
https://orcid.org/0000-0001-8407-5314
engaging with the main content.
Despite its importance, limited research has ex-
amined how pre-training improves user clarity, con-
fidence, and satisfaction in VR educational applica-
tions, emphasizing the need for further investigation.
User onboarding in VR is a process designed to
guide users in understanding both the technical and
conceptual aspects of a VR experience, ensuring suc-
cessful participation and immersion. It helps users
effectively engage with the application and realize
its full potential (Chauvergne et al., 2023; Whit-
taker, 2023). In education, effective onboarding mini-
mizes confusion, allowing students to focus on learn-
ing rather than grappling with technology (Jensen and
Konradsen, 2018).
There are several onboarding methods in VR,
including integrated tutorials that provide step-by-
step guidance within the virtual environment, interac-
tive demos that encourage discovery-based learning,
context-sensitive instructions delivered at the moment
of need. There are also human-assisted onboarding
methods, which can include Pre-Training and real-
time guidance((Chauvergne et al., 2023; Whittaker,
2023).
The Pre-Training User Onboarding Method is de-
364
Sabah, S., Tillman, A., Schneider, J. and Drachsler, H.
Enhancing User Onboarding in Virtual Reality Educational Applications: Evaluating the Effectiveness of Pre-Training User Onboarding Method.
DOI: 10.5220/0013278100003932
Paper published under CC license (CC BY-NC-ND 4.0)
In Proceedings of the 17th International Conference on Computer Supported Education (CSEDU 2025) - Volume 1, pages 364-371
ISBN: 978-989-758-746-7; ISSN: 2184-5026
Proceedings Copyright © 2025 by SCITEPRESS Science and Technology Publications, Lda.
scribed under various names in the academic liter-
ature, reflecting its widespread recognition and ap-
plication. Terms such as ”Pre-Training Interven-
tions”, ”Pre-Exposure”, ”Familiarization Training”,
and ”Induction Training”, are commonly used to de-
scribe the process of preparing users to interact with
new or complex systems (Meyer et al., 2019; Tichon
and Burgess-Limerick, 2011; Jensen and Konradsen,
2018; Farra et al., 2015).
While the terms may differ, they all refer to the
same essential process of preparing users to interact
with new or complex systems. These variations high-
light a shared focus on ensuring users are properly
prepared before they begin using the application. In
this study, we define the Pre-Training User Onboard-
ing Method as a structured process conducted outside
of the VR application. This method is designed to
teach users how to effectively use the app by provid-
ing foundational knowledge about its purpose, con-
trols, navigation, and special features. The process in-
volves external presentations, human support, or other
forms of guidance, such as instructional videos or
printed manuals, to systematically introduce users to
the basic controls and navigation within the VR en-
vironment. The purpose of Pre-Training is to ensure
that users understand how to interact with and oper-
ate the application, as well as comprehend its purpose
and key features, before engaging in independent use.
The effectiveness of pre-training has been explored
in various contexts. Meyer, Omdahl, and Makran-
sky conducted a study in 2019 on the impact of pre-
training on learning through immersive VR and video.
Their findings indicate that pre-training significantly
improves user performance and learning outcomes
by reducing cognitive load and increasing familiarity
with the VR environment. The study showed posi-
tive effects on knowledge, transfer, and self-efficacy
in the immersive VR condition, but not in the video
condition (Meyer et al., 2019). Our presented study
aims to build on these findings by collecting insights
on pre-training as an onboarding method in VR ed-
ucational applications. To do so, we conducted user
studies where we evaluated our pre-training method
through a survey, focusing on user experience, clar-
ity, confidence, and overall satisfaction.
This study addresses how pre-training supports
VR onboarding in education, focusing on user experi-
ence, confidence, and satisfaction, guided by the fol-
lowing research questions:
Overarching Research Question. What is the gen-
eral user experience of our Pre-Training onboarding
method?
More specifically, we focused on the following re-
search questions:
RQ1. How effective is the pre-training method
in terms of clarity, helpfulness, and building user
confidence?
RQ2. How does the pre-training method influ-
ence overall user satisfaction and their perceived
support during the onboarding process?
RQ3. What alternative onboarding methods do
users prefer, and how do these preferences com-
pare to their satisfaction with the current method?
RQ4. How do user familiarity with video games,
VR technology, and computer skills impact their
perceived effectiveness of the pre-training method
and their overall satisfaction?
RQ5. What improvements can be made to the pre-
training method based on user feedback and their
preferences for alternative onboarding methods?
2 LITERATURE REVIEW
2.1 The Role of Virtual Reality in
Education
VR has gained attention in education for creating
immersive, interactive environments that enable ex-
periential learning often beyond traditional meth-
ods (Freina and Ott, 2015; Merchant et al., 2014).
Research shows VR enhances student engagement,
motivation, and retention (Makransky and Lilleholt,
2018). Situated Learning Theory emphasizes contex-
tual and authentic learning, which VR effectively sup-
ports (Lave, 1991).
2.2 Challenges of Implementing VR in
Education
Implementing VR in education faces challenges like
high costs and limited hardware availability (Radianti
et al., 2020). Additionally, the steep learning curve
of VR can hinder students’ ability to navigate and
engage effectively, affecting their educational expe-
rience (Mikropoulos and Natsis, 2011). Addressing
both overt and subtle challenges is key to successful
integration.
2.3 Onboarding and Pre-Training in
VR
Onboarding helps ease VR’s steep learning curve,
making it more accessible for students by familiar-
izing them with the interface and controls before en-
gaging with content (Jensen and Konradsen, 2018).
Enhancing User Onboarding in Virtual Reality Educational Applications: Evaluating the Effectiveness of Pre-Training User Onboarding
Method
365
Methods include guided tutorials, step-by-step in-
structions, interactive demos, and pre-training. Pre-
training is particularly effective, covering basic con-
trols and interactions to help users focus on educa-
tional content (Di Natale et al., 2020).
2.4 Effectiveness of Pre-Training in VR
Pre-training has been studied in professional and tech-
nical contexts. Meyer et al. (2019) found that pre-
training significantly improved knowledge, transfer,
and self-efficacy in immersive VR but not in video
formats, highlighting its benefits in high-immersion
environments (Meyer et al., 2019). Similarly, Radi-
anti stressed its role in improving VR usability and ef-
fectiveness in higher education (Radianti et al., 2020).
Building on these findings, our research focuses on
pre-training from a user experience perspective.
Key variables influencing pre-training effective-
ness in VR include clarity and helpfulness of instruc-
tions. Clear materials make navigation intuitive and
enhance onboarding (Sweller, 1988; Jensen and Kon-
radsen, 2018). Helpfulness reflects how well ma-
terials prepare users for independent operation and
problem-solving, directly impacting engagement and
learning outcomes (Meyer et al., 2019; Klein et al.,
2015).
User confidence is a critical factor, as effective
pre-training builds confidence in using VR systems,
directly influencing learning outcomes. Makran-
sky found that confidence-enhancing onboarding im-
proves performance and adjustment to new systems
(Makransky and Lilleholt, 2018). Confidence is also
tied to satisfaction, with Farra showing that supported
users feel more prepared and satisfied (Farra et al.,
2015). Aligning training with users’ needs and learn-
ing styles fosters confidence, satisfaction, and en-
gagement (Klein et al., 2015). Clarity, helpfulness,
and confidence are essential metrics for evaluating
the effectiveness of onboarding methods (Baek and
Bramwell, 2016).
3 METHODOLOGY
3.1 Study Design
This study aimed to explore the user experience of
pre-training as an onboarding method in VR educa-
tional applications. .
3.2 Participants
This study included 36 participants from a univer-
sity setting with varying familiarity with VR tech-
nology. The group comprised 9 geography students,
8 other university students, 9 researchers, and indi-
viduals from diverse backgrounds. None had prior
experience with the GeoVR application (citation re-
moved for anonymity). To ensure diversity, partici-
pants were selected based on their likelihood of using
the app, including those with and without VR expe-
rience. Familiarity with VR was self-rated on a 1-to-
5 scale (1: no experience, 5: extensive experience).
This diversity enabled a comprehensive evaluation of
the pre-training’s effectiveness across different edu-
cational levels and VR familiarity.
3.3 Testing App
The app we are using in our study is GeoVR,
an immersive virtual reality educational application
designed to facilitate geographical learning (Sabah
et al., 2024). It allows users to explore and analyze
terrain features through interactive 3D models. The
application supports both individual and collaborative
learning experiences, making it a valuable tool for
education in fields like geography and environmental
studies.
Procedure Overview Participants were greeted
and briefed on the study. In Phase 1 (see Phase 1:
Pre-App Usage), the participants were introduced to
the GeoVR application and the Hardware used to run
it. They also received guidance on the app’s features
and controls. In Phase 2 (see Phase 2: Support from
Outside the App), expert support was available for
additional assistance. After onboarding, participants
were grouped to use the GeoVR application together.
Finally, they completed a survey to provide feedback,
concluding the session.
3.4 Pre-Training
3.4.1 Phase 1: Pre-App Usage
During the initial onboarding phase, participants were
introduced to the GeoVR application and Meta Quest
2 headsets through a live presentation with text and
images via an external projector. Questions were en-
couraged during and after the presentation to ensure
clarity. The session covered the app’s purpose, key
features, VR controller instructions, and navigation
within the app (see figure 1).
Afterward, participants were grouped into sets of
five to use the GeoVR application. The experimenter
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366
observed and noted any challenges or difficulties dur-
ing the onboarding process.
Figure 1: a slide of the onboarding method introducing the
system.
3.5 Phase 2: External Support
During this phase, participants had ongoing access to
the experimenter for any questions or concerns related
to using the GeoVR app. This additional support en-
sured that participants could resolve any uncertainties
or difficulties encountered during the onboarding pro-
cess, providing a continuous layer of assistance be-
yond the initial presentation.
3.6 Data Collection
Data were collected through a paper-based survey im-
mediately after participants completed the VR app
and Pre-Training. Conducted in a controlled environ-
ment, the survey allowed participants to seek clari-
fication if needed. Written in German, it included
multiple-choice and 5-point Likert-scale questions (1:
”not at all applicable” to 5: ”fully applicable”) de-
signed by the authors to assess the onboarding experi-
ence. The survey focused on clarity, helpfulness, and
confidence-building, key factors in evaluating the ef-
fectiveness of the pre-training method.
3.7 User Evaluation Survey
1. User Familiarity and Experience:
Do users play video games?
Are users familiar with VR technology and ap-
plications?
How do users rate their general computer
skills?
2. Effectiveness of the Onboarding First Phase
and User Confidence After It:
Clarity and Appeal of the Slides. Questions
assessed whether the slides were clear, easy
to follow, visually appealing, and appropriately
paced. For clarity, we had 4 questions asking if
the slides were clear, easy to follow, etc.
Helpfulness of the Slides. Participants evalu-
ated how well the slides prepared them to nav-
igate the VR app, covered necessary informa-
tion, and motivated further exploration. For
helpfulness, we had 4 questions.
User Confidence. Questions determined how
confident participants felt using the VR app
after viewing the slides, whether the slides
matched their learning style, and if the slides
helped them learn to use the app independently.
For confidence, we had 3 questions.
3. Alternative Onboarding Methods:
Preferred Alternatives. Participants evaluated
alternatives to slides, including interactive tuto-
rials, video tutorials, one-on-one training, and
user manuals, and could also suggest other pre-
ferred methods.
. Participants also had the opportunity to pro-
vide feedback and suggest other methods they
might prefer.
4. Overall Satisfaction and Support During On-
boarding:
Satisfaction with the Onboarding Experi-
ence. Participants were asked to rate their over-
all satisfaction with the onboarding experience
provided by the slides.
Perceived Support. Participants also eval-
uated whether they felt adequately supported
throughout the entire onboarding process.
4 RESULTS
4.1 Participant Demographics
A total of 36 participants took part in this study. The
survey assessed their familiarity with video games,
VR technology, and general computer skills (see Ta-
ble 1). The responses were rated on a 5-point scale,
where 1 indicated ”does not apply at all” and 5 indi-
cated ”fully applies”.
Table 1: Participant Demographics.
Category Mean SD
Familiarity with Video Games 3.38 1.39
Familiarity with VR 2.94 1.60
Computer Skills 4.11 0.94
Enhancing User Onboarding in Virtual Reality Educational Applications: Evaluating the Effectiveness of Pre-Training User Onboarding
Method
367
4.2 Effectiveness of Pre-Training
Method
Participants evaluated the pre-training materials on
various aspects, including clarity, appeal, helpfulness,
comprehensiveness, organization, ease of following,
confidence, and independence. The responses were
rated on a 5-point scale, where 1 indicated ”does not
apply at all” and 5 indicated ”fully applies” (see Table
2).
Table 2: Effectiveness of Pre-training Method.
Category Mean SD
Clarity 3.83 0.84
Helpfulness 3.44 0.98
Confidence 2.98 1.16
Figure 2: Participant demographics.
Figure 3: Ratings for effectiveness and confidence.
4.3 Alternative Onboarding Methods
Participants rated alternative onboarding meth-
ods—interactive tutorials, video tutorials, one-on-one
training, and user manuals—on a 5-point scale (1:
”does not apply at all, 5: ”fully applies, see Table 3).
The data showed a preference for these methods over
current pre-training. Participants also provided feed-
back on other approaches to improve the onboarding
experience, offering insights into preferred solutions.
4.4 Overall Satisfaction
Participants’ satisfaction with the onboarding process
was evaluated alongside their perceived level of sup-
port during the experience, both rated on a 5-point
Table 3: Alternative Onboarding Methods.
Method Mean SD
Interactive Tutorials 3.94 1.09
Video Tutorials 4.38 0.83
Individual Training 3.55 1.18
User Manual 3.00 1.06
Other Methods 2.16 1.27
scale (1: ”very dissatisfied”/”poor support, 5: ”very
satisfied”/”excellent support,” see Table 4). These re-
sults offer a comprehensive view of user sentiment,
including support adequacy and overall contentment.
Table 4: Overall Satisfaction and Support During Onboard-
ing.
Category Mean SD
Overall Satisfaction 3.27 0.88
Support During Onboarding 4.11 0.74
To evaluate how user familiarity with video
games, VR technology, and computer skills influ-
enced both the perceived effectiveness of the pre-
training method and overall satisfaction, we con-
ducted a correlation analysis. This analysis was cho-
sen to examine the strength and direction of relation-
ships between these familiarity variables and the de-
pendent measures of effectiveness and satisfaction.
Effectiveness was calculated as the average of
three key factors—clarity, helpfulness, and con-
fidence—which were derived from participant re-
sponses to specific survey questions. Overall Satis-
faction was measured using a single question asking
participants to rate their satisfaction with the onboard-
ing process.
The correlation analysis measured how familiar-
ity factors (video games, VR, and computer skills)
relate to Effectiveness and Overall Satisfaction, with
positive correlations indicating higher familiarity im-
proves perceptions, and negative correlations suggest-
ing the opposite.
Figure 4: Ratings for Alternative Onboarding Methods.
4.5 Correlation Analysis
A Pearson correlation analysis was conducted to ex-
plore the relationship between user familiarity with
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368
Figure 5: Overall Satisfaction.
video games, VR technology, and computer skills
with both the perceived effectiveness of the pre-
training method and overall satisfaction. Effective-
ness was calculated as the average score of clarity,
helpfulness, and confidence, while Overall Satisfac-
tion was assessed through a single survey item.
Video Game Familiarity. There was a weak, nega-
tive correlation between Video Game Familiarity and
Effectiveness, r(34) = 0.045, p > .05, indicating
that familiarity with video games had little impact
on how effective participants found the pre-training
method. A weak, positive correlation with Overall
Satisfaction, r(34) = 0.040, p > .05, suggests a slight
but non-significant increase in satisfaction among par-
ticipants familiar with video games.
VR Familiarity. A weak, positive correlation was
found between VR Familiarity and Effectiveness,
r(34) = 0.110, p > .05, suggesting that participants
with more VR experience perceived the pre-training
as slightly more effective. The correlation between
VR Familiarity and Overall Satisfaction was close to
zero, r(34) = 0.008, p > .05, showing no meaning-
ful relationship.
Computer Skills. A weak, negative correlation was
found between Computer Skills and Effectiveness,
r(34) = 0.122, p > .05, indicating that higher com-
puter skills did not result in better perceptions of
the pre-training method’s effectiveness. However,
there was a significant, moderate negative correla-
tion between Computer Skills and Overall Satisfac-
tion, r(34) = 0.482, p < .01, suggesting that partic-
ipants with greater computer skills were less satisfied
with the onboarding experience.
Table 5: Effectiveness and Overall Satisfaction based on
Familiarity.
Category Effectiveness Satisfaction
Game Familiarity -0.045 0.040
VR Familiarity 0.110 -0.008
Computer Skills -0.122 -0.482
5 DISCUSSION
In this section, we address the research questions
posed in our study by synthesizing the findings from
the data collected.
RQ1: How effective is the pre-training method in
terms of clarity, helpfulness, and building user con-
fidence?
The effectiveness of the pre-training method in this
study was evaluated in terms of clarity, helpfulness,
and its ability to build user confidence. The clarity of
the materials received a relatively high mean score of
3.83 (SD = 0.84), indicating that participants gener-
ally found the content clear, though there was some
variability in their experiences. Helpfulness scored
slightly lower, with a mean score of 3.44 (SD = 0.98),
suggesting that while the materials were useful, they
could be improved to better prepare users for navigat-
ing the VR app.
Confidence, was where the pre-training method
was least effective, with a mean score of 2.98 (SD
= 1.16). This lower confidence score indicates that
many participants did not feel sufficiently prepared
after the pre-training. Overall, while the pre-training
method demonstrated some effectiveness in terms of
clarity and helpfulness, it falls short in fostering user
confidence. This underscores the need for more inter-
active or tailored training approaches to better support
and empower users in mastering the VR app.
RQ2: How does the pre-training method influence
overall user satisfaction and their perceived support
during the onboarding process?
The analysis of RQ2 focused on how the pre-training
method influenced overall user satisfaction and per-
ceived support during the onboarding process. Par-
ticipants rated their overall satisfaction with a mean
score of 3.27 (SD = 0.88), indicating a moderate level
of satisfaction, though there was noticeable variability
in responses. Perceived support during onboarding re-
ceived a higher mean score of 4.11 (SD = 0.74), sug-
gesting that participants generally felt well-supported
throughout the process, with more consistency in their
experiences. The lower satisfaction score, compared
to the higher perceived support, implies that while the
pre-training method was effective in providing sup-
port, it may not have fully met participants’ expecta-
tions or needs, leading to only moderate overall sat-
isfaction. This highlights an opportunity to enhance
the onboarding experience by addressing areas be-
yond support, potentially through improving the con-
tent, relevance, or delivery of the pre-training to better
align with user expectations and foster greater satis-
faction.
Enhancing User Onboarding in Virtual Reality Educational Applications: Evaluating the Effectiveness of Pre-Training User Onboarding
Method
369
RQ3: What alternative onboarding methods would
users prefer, and how do these preferences compare
to their satisfaction with the current method?
The analysis of RQ3 examined participants’ prefer-
ences for alternative onboarding methods, including
interactive tutorials, video tutorials, one-on-one train-
ing, and user manuals. Participants rated these meth-
ods on a 5-point scale, with a mean score of 3.94 (SD
= 1.09), indicating a general preference for more in-
teractive, engaging, and personalized approaches over
the current pre-training method.
The variability (SD = 1.09) suggests differing user
needs and learning styles, highlighting that a one-
size-fits-all approach may not be effective. These
preferences emphasize the need for tailored onboard-
ing solutions to better address diverse user require-
ments. The results signal an opportunity for de-
velopers and trainers to adopt more dynamic, user-
centered methods to improve satisfaction and enhance
the overall onboarding experience.
RQ4: How do user familiarity with video games, VR
technology, and computer skills impact their per-
ceived effectiveness of the pre-training method and
their overall satisfaction?
Here’s a shorter version that preserves the original
meaning:
The findings indicate that familiarity with video
games, VR technology, and computer skills influ-
ences interactions with the pre-training method. VR
familiarity improves perceived clarity and helpfulness
but does not significantly increase overall satisfaction,
suggesting a gap in the holistic onboarding experi-
ence.
Users with advanced computer skills may find the
training redundant or less engaging, reducing per-
ceived effectiveness and satisfaction. In contrast,
video game familiarity has only a marginal impact,
likely due to the generalized nature of gaming com-
pared to VR-specific tasks.
These results highlight the need for adaptable, per-
sonalized training methods that cater to varying skill
levels, ensuring effectiveness and satisfaction across
diverse user backgrounds.
RQ5: What improvements can be made to the pre-
training method based on user feedback and their
preferences for alternative onboarding methods?
The data highlight a preference for interactive and im-
mersive onboarding methods, with interactive tutori-
als rated highest (M = 4.38, SD = 0.83). Incorpo-
rating dynamic, hands-on experiences within the VR
environment could enhance engagement and satisfac-
tion. Personalized methods, such as human-assisted
support, would also benefit users needing individual-
ized guidance.
Feedback suggests improving the slide-based ap-
proach by integrating video content, such as demon-
strations of VR controller use. Tailored onboarding
processes, starting with an assessment of users’ VR
familiarity and technical skills, could provide cus-
tomized tracks for varying experience levels. Struc-
tured content delivery with clear instructions and
scenario-based tasks can progressively build confi-
dence. Regular feedback and refinement will ensure
onboarding remains effective and responsive to di-
verse user needs.
6 LIMITATIONS AND FUTURE
RESEARCH
This study provides valuable insights into the role of
pre-training in VR educational applications, but cer-
tain limitations should be noted. The controlled en-
vironment of the study does not fully replicate real-
world usage conditions, where distractions or tech-
nical issues could influence the effectiveness of on-
boarding methods.
One key finding of this study is that the static
slides used in pre-training did not significantly en-
hance user confidence. Exploring more interactive or
immersive onboarding methods, such as in-app tuto-
rials, could address this issue and better support user
needs. Furthermore, future work could compare dif-
ferent onboarding strategies to evaluate their effec-
tiveness for diverse user groups and VR learning ap-
plications, paving the way for more tailored and ef-
fective approaches.
By focusing on these directions, future research
can contribute to developing onboarding strategies
that better align with the varied needs of VR users
and applications.
7 CONCLUSION
This study examined how pre-training onboarding
supports VR use in education, focusing on clarity,
helpfulness, and confidence. The results showed that
while the training was clear and helpful, it did not in-
crease user confidence when using the VR applica-
tion.
This means it could improve at making users feel
confident to help users feel more sure about using VR
on their own.
Users who had used VR before found the training
more useful in terms of clarity and helpfulness. But
even though they understood the training better, this
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370
did not make them more confident or satisfied with
the overall experience. Users with strong computer
skills felt that the training was not interesting enough,
and those familiar with video games did not seem to
be affected much by the training. This shows that dif-
ferent users need different types of training to make
sure that it works well for everyone.
Many users said they would prefer more interac-
tive and hands-on training methods, such as video tu-
torials or instructions built into the VR itself. They
thought these methods would be more interesting and
helpful than just looking at slides. Because of this, it
seems that future onboarding methods should be more
interactive and engaging.
Although pre-training was good at being clear and
supportive, overall user satisfaction was only average.
This suggests that we need to improve the onboarding
process to better fit the needs of different users, espe-
cially when it comes to making them feel confident.
Making the onboarding process more interactive,
personalized, and fun can help make VR educational
tools easier to use and more enjoyable for a wider
range of users.
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