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Engagement
This interactive D3.js visualization explores Virtual Reality (VR) engagement in education through two linked views. An engagement scatter plot maps weekly VR usage hours against a 1-5 engagement scale, with color-coded points distinguishing the Impact and Education datasets, while solid versus hollow circles differentiate VR users from non-users. A secondary grouped bar chart displays user distribution across age groups and education levels, with dynamic filtering by education level. Built with d3.select, d3.scaleLinear, d3.scaleBand, and d3.csvParse, the tooltips provide detailed information on hover, and the UI supports toggling between datasets and views.
AI-generated descriptionVR Education Data Visualization
A comprehensive D3.js visualization analyzing Virtual Reality adoption in education, correlating engagement levels, usage hours, and assistive technology training availability across multiple datasets.
Overview
This project integrates and visualizes data from three distinct sources:
- VR Impact Dataset: Student VR usage, engagement, and learning outcomes
- VR Education Dataset: Student demographics, VR proficiency, and access to equipment
- Assistive Technology Dataset: Global training availability for assistive technologies by region
The main visualization is an interactive scatter plot that reveals correlations between VR engagement, usage hours, and assistive technology training availability.
Data Sources
1. Virtual_Reality_in_Education_Impact.csv
Student-level data tracking VR usage in educational settings.
Key Columns:
Student_ID: Unique student identifierAge: Student ageGrade_Level: Postgraduate, Undergraduate, High SchoolField_of_Study: Subject area (Science, Medicine, Arts, etc.)Usage_of_VR_in_Education: Yes/No indicatorHours_of_VR_Usage_Per_Week: Numeric hoursEngagement_Level: 1-5 scaleImprovement_in_Learning_Outcomes: Yes/No indicatorRegion: Geographic location (Europe, Asia, Africa, etc.)
2. Modified_Virtual_Reality_in_Education_Dataset.csv
Educational VR implementation data with institutional context.
Key Columns:
Age: Participant ageGrade_Level: Educational levelUsage_of_VR_in_Education: Yes/NoHours_of_VR_Usage_Per_Week: Numeric hoursEngagement_Level: 1-5 scaleAccess_to_VR_Equipment: Yes/NoStress_Level_with_VR_Usage: Low/Medium/HighInstructor_VR_Proficiency: Beginner/Intermediate/Advanced
3. assistive technology.csv
Global assistive technology training data from WHO regions.
Key Columns:
Location: Country nameParentLocation: WHO region (Europe, Americas, Eastern Mediterranean, etc.)Dim1: Training type (Cognition, Communication, Hearing, Mobility, Self-care, Vision)Period: Year of data collection (2021)Value: Indicator value
4. Virtual Reality Experiences.csv
User VR headset experience data.
Key Columns:
UserID: Unique user identifierAge: User ageVRHeadset: Device type (HTC Vive, Oculus Rift, PlayStation VR)Duration: Session duration in minutesMotionSickness: 1-10 scaleImmersionLevel: 1-5 scale
5. student_math_clean.csv & student_portuguese_clean.csv
Student academic performance and demographic data.
Key Columns:
student_id: Identifierschool: School codesex: Genderage: Student ageparent_status: Living arrangementmother_education,father_education: Education levelstudy_time: Hours per weekclass_failures: Count of failures
Visualization
Main Scatter Plot
Axes:
- X-axis: Engagement Level (1-5) or Number of Training Types (Assistive Technology)
- Y-axis: Hours of VR Usage Per Week (or Region Index for Assistive data)
Visual Encoding:
- Color: Dataset source
- 🔵 Blue: Impact Data
- 🟠 Orange: Education Data
- 🟢 Green: Assistive Technology Data
- Shape: Data type
- ⚫ Circles: Impact & Education students
- 🔺 Triangles: Assistive Technology countries
- Fill Pattern: VR Usage Status (Impact & Education
only)
- Filled: Uses VR in education
- Open/Hollow: Does NOT use VR in education
Interactive Features
- Hover Tooltips: Display detailed information for each data point
- Dynamic Highlighting: Points highlight on hover with increased stroke width
- Legend: Explains all visual encodings