TUMSphere: Turning a University Curriculum into Playable VR Challenges

Fuente: arXiv
Saved in:
Bibliographic Details
Main Authors: Berrezueta-Guzman, Santiago, Damianova, Nadia, Koshelev, Andrei, Parmacli, Ivan, Wagner, Stefan
Format: Preprint
Published: 2026
Subjects:
Online Access:
Tags: Add Tag
No Tags, Be the first to tag this record!
_version_ 1866915846841958400
author Berrezueta-Guzman, Santiago
Damianova, Nadia
Koshelev, Andrei
Parmacli, Ivan
Wagner, Stefan
author_facet Berrezueta-Guzman, Santiago
Damianova, Nadia
Koshelev, Andrei
Parmacli, Ivan
Wagner, Stefan
contents 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.
format Preprint
id arxiv_https___arxiv_org_abs_2603_08525
institution arXiv
publishDate 2026
record_format arxiv
spellingShingle TUMSphere: Turning a University Curriculum into Playable VR Challenges
Berrezueta-Guzman, Santiago
Damianova, Nadia
Koshelev, Andrei
Parmacli, Ivan
Wagner, Stefan
Human-Computer Interaction
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.
title TUMSphere: Turning a University Curriculum into Playable VR Challenges
topic Human-Computer Interaction
url https://arxiv.org/abs/2603.08525