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Investigation into the Use of AI-Based Virtual Reality for Interactive Learning in Universities: A Case Study of Bayero University, Kano (Gwale LGA, Kano State)

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  • NGN 5000

Background of the Study
Artificial Intelligence (AI)-based Virtual Reality (VR) offers the potential to revolutionize interactive learning by providing immersive, hands-on experiences in a virtual environment. Bayero University in Kano, located in Gwale LGA, Kano State, could greatly benefit from integrating AI and VR technologies to enhance the learning experience. This study will explore the application of AI-powered VR systems in various academic disciplines and their effectiveness in improving student engagement and understanding.

Statement of the Problem
Traditional teaching methods, while effective, often fail to fully engage students or simulate real-life experiences that are crucial for understanding complex concepts. AI-based VR technology offers an opportunity to create a more interactive and engaging learning environment. However, its application and effectiveness at Bayero University are yet to be explored, making this an essential area for investigation.

Objectives of the Study

1. To investigate the potential benefits of integrating AI-powered Virtual Reality in the learning process at Bayero University.

2. To evaluate the effectiveness of VR-based interactive learning in various academic disciplines.

3. To explore the challenges and barriers to implementing AI-based VR technology in the university's curriculum.

Research Questions

1. How can AI-powered Virtual Reality enhance interactive learning experiences at Bayero University?

2. What impact does VR-based learning have on student engagement and understanding of complex concepts?

3. What are the challenges in implementing AI-based VR learning systems at Bayero University?

Research Hypotheses

1. The integration of AI-based Virtual Reality will significantly improve student engagement and learning outcomes at Bayero University.

2. Students using VR-based learning methods will demonstrate higher levels of understanding and retention compared to traditional learning methods.

3. There will be challenges related to technology adoption, infrastructure, and training in implementing AI-based VR at Bayero University.

Significance of the Study
This study will contribute valuable insights into the integration of AI and VR in higher education, particularly in improving student engagement, understanding, and retention. The findings will guide future decisions about adopting VR in teaching and learning at Bayero University and other similar institutions.

Scope and Limitations of the Study
The study will focus on the use of AI-based Virtual Reality in selected courses at Bayero University, particularly in fields that can benefit from interactive simulations (e.g., medicine, engineering, and science). Limitations include potential challenges in implementing VR technology, such as hardware and software compatibility and faculty training.

Definitions of Terms

• Artificial Intelligence (AI): Technology that enables machines to perform tasks that typically require human intelligence, such as problem-solving and decision-making.

• Virtual Reality (VR): A simulated environment created by computer technology that immerses users in a 3D virtual world.

• Interactive Learning: An approach to education that actively engages students in the learning process, allowing them to explore, experiment, and collaborate.





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