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<article xmlns:xlink="http://www.w3.org/1999/xlink">
  <front>
    <journal-meta>
      <journal-title-group>
        <journal-title>British Journal of Educational Technology 51
(2020) 1991-2005. URL: https://onlinelibrary.wiley.com/doi/10.1111/bjet.13023. doi:10.1111/bjet.
13023.
[15] B. Heinemann</journal-title>
      </journal-title-group>
      <issn pub-type="ppub">1613-0073</issn>
    </journal-meta>
    <article-meta>
      <article-id pub-id-type="doi">10.1016/j.compedu.2019.103778</article-id>
      <title-group>
        <article-title>Analytics Approach</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Birte Heinemann</string-name>
          <email>heinemann@cs.rwth-aachen.de</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Jasmin Hartanto</string-name>
          <email>jasmin.hartanto@rwth-aachen.de</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Ulrik Schroeder</string-name>
          <email>schroeder@cs.rwth-aachen.de</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Workshop</string-name>
        </contrib>
        <contrib contrib-type="editor">
          <string-name>Multimodal Learning Analytics, Virtual Reality, Classroom Management, Feedback, Teach-R</string-name>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>RWTH Aachen University, Learning Technologies Research Group</institution>
          ,
          <addr-line>Ahornstraße 55, 52074 Aachen</addr-line>
          ,
          <country country="DE">Germany</country>
        </aff>
      </contrib-group>
      <pub-date>
        <year>2024</year>
      </pub-date>
      <volume>5298</volume>
      <fpage>1991</fpage>
      <lpage>2005</lpage>
      <abstract>
        <p>Efective classroom management is a fundamental skill for teachers, yet it remains challenging to train and evaluate, especially for teacher trainees. Virtual reality (VR) provides a promising solution by ofering immersive, controlled environments where trainees can practice handling classroom disturbances without real-world consequences. This paper presents steps towards a set of visualisations which use collected learner data to enhance the reflection process in a VR learning application. The application immerses the teacher trainees in a virtual classroom where the student behaviours is created in a combination of human and automatic control, simulating realistic scenarios to test and improve classroom management skills. The learning analytics-based solution that tracks and analyzes trainee performance during VR sessions could support learners' reflections after the VR experience by presenting objective data. Eye-tracking and interaction data are combined with behavioural events logged by the coach to create detailed evaluations of trainee responses to disturbances. These evaluations are presented through innovative visualizations within the VR environment, providing actionable insights into trainee performance. A user study assessed the tool's usability and efectiveness, revealing that it enhances awareness of classroom dynamics but highlights the need for improved visualization clarity. The findings demonstrate the potential of combining VR and learning analytics to create robust, data-driven training tools that support teacher development through objective feedback and immersive practice.</p>
      </abstract>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>1. Introduction</title>
      <p>
        Classroom management is a critical skill for teachers; it is important for curriculum development, it
has significant impacts on the learning outcomes of students, and it is a crucial part of creating a good
learning environment [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ]. Classroom management can be explained as the actions and directions that
teachers use to create a successful learning environment. However, training this skill efectively can be
challenging, particularly for teacher trainees who lack real-world classroom experience. Virtual reality
(VR) ofers an innovative solution, providing safe and controlled environments for teacher training.
      </p>
      <p>Despite the potential of VR for teacher training, existing systems often lack objective tools to evaluate
classroom management performance. The topic is usually addressed using subjective feedback, which
may vary based on individual coach perceptions. Learning analytics can support this feedback and help
get deeper insights into classroom management skills training.</p>
      <p>The work presented here addresses this challenge by developing a tool that evaluates teacher responses
using data such as eye-tracking and interaction logs. Starting point is the VR application Teach-R, which
enables trainees to practice classroom management, focusing on behaviour management by simulating
realistic classroom disturbances controlled by a coach. By integrating Learning Analytics insights into
Teach-R, it’s not only possible to quantify classroom management skills but also provide visual feedback
∗Corresponding author.</p>
      <p>CEUR</p>
      <p>ceur-ws.org
to enhance the trainees’ self-reflection and learning process. This approach exemplifies how technology
can transform teacher education, making training more efective and objective.</p>
    </sec>
    <sec id="sec-2">
      <title>2. Related work</title>
      <p>Three topics are presented in this related work section, which form the basis for the work produced:
classroom management, VR in education and learning analytics in virtual reality.</p>
      <sec id="sec-2-1">
        <title>2.1. Classroom Management</title>
        <p>As already introduced in the first part, Classroom management is a critical component of efective
teaching and includes all strategies used by teachers to establish and maintain an environment that
supports learning. While no universally accepted definition exists, classroom management generally
refers to the teacher’s ability to structure the classroom and manage interactions to minimize disruptions
and maximize instructional time.</p>
        <p>
          Research identifies multiple dimensions of classroom management, showing diferent approaches
to investigating and training the mentioned aspects. Early foundations are laid in [
          <xref ref-type="bibr" rid="ref2">2</xref>
          ], in which the
focus is on the strategies to structure lessons and to guide students through learning without a strong
focus on misbehaviour. Doyle (2005) discusses that efective classroom management strategies are not
limited to addressing individual behaviour but should try to maintain order at the group level, promote
cooperation and support positive student behaviour [
          <xref ref-type="bibr" rid="ref3">3</xref>
          ]. Other researchers focus more strongly on
misbehaviour, which poses a significant challenge in classroom management. It can disrupt the learning
process and afect overall classroom dynamics. Kounin (1970), a researcher who shaped the research field
of classroom management, introduced typical strategies to deal with misbehaviour and a group-oriented
view to the social system ”classroom” [
          <xref ref-type="bibr" rid="ref4 ref5">4, 5</xref>
          ]. Newer approaches like Spoden &amp; Fricke (2018) categorize
management strategies as reactive, proactive, or preventive, emphasizing the importance of addressing
disruptions, but also establishing clear rules, and anticipating potential issues before they arise [
          <xref ref-type="bibr" rid="ref6">6</xref>
          ].
        </p>
        <p>
          Classroom management is recognized as an essential skill for teachers, yet opportunities to develop it
in realistic settings are limited during teacher training. Consequently, new teachers may feel unprepared
to handle classroom disruptions [
          <xref ref-type="bibr" rid="ref7">7</xref>
          ]. Traditional training methods, such as acting or videos come with
downsides: limited repeatability, enormous personnel costs, a high degree of abstraction, limited access
due to personal data or limited through personal data or limited interaction possibilities [
          <xref ref-type="bibr" rid="ref8">8</xref>
          ], The use of
virtual reality (VR) ofers a potential solution by providing controlled, immersive environments where
teacher trainees can practice classroom management skills and receive targeted feedback in a simulated
setting.
        </p>
      </sec>
      <sec id="sec-2-2">
        <title>2.2. VR in Education</title>
        <p>
          VR’s ability to engage learners and shift them from passive to active participants has been widely
noted, with applications ranging from exploring historical settings to simulating complex systems
and scenarios [
          <xref ref-type="bibr" rid="ref10 ref9">9, 10</xref>
          ]. Its strengths include enabling repeated practice, providing intuitive access to
three-dimensional content, and ofering safe environments for experimentation. These qualities make
VR efective for teaching both practical skills and abstract knowledge [
          <xref ref-type="bibr" rid="ref11 ref12">11, 12</xref>
          ].
        </p>
        <p>
          Despite these advantages, VR faces challenges, including issues like cybersickness, high development
costs, and technical barriers. Furthermore, questions remain about its scalability and the types of
content best suited to VR, as well as the lack of theoretical frameworks to guide its application in
education [
          <xref ref-type="bibr" rid="ref13">13, 14</xref>
          ]. Despite these challenges, VR has great potential to drive innovation in teacher
training because it enables teacher trainees to experience realistic scenarios, practice teaching in a safe
space, and refine classroom management strategies without the consequences of real-world mistakes
[15, 16].
        </p>
        <p>VR ofers the opportunity to simulate classroom environments in teacher training, allowing trainees
to practice in a controlled and immersive setting where learners can experiment and repeat specific
scenarios. Systems with this purpose are designed to replicate real-world classroom settings, scenarios
and dynamics. The virtual students are either preprogrammed, and/or semi-automated, and/or controlled
by a human.</p>
        <p>Research demonstrates the efectiveness of VR-based teacher training. For instance, studies have
shown that VR can enhance classroom management competencies by allowing trainees to repeatedly
practice handling disruptions and adjust their strategies over time [17, 18].</p>
        <p>However, implementing VR in teacher training is not without challenges. High costs (software,
hardware and development of both), technical requirements, and the need for scalable, modular solutions
remain barriers. At the same time, the added value of digitization is still hardly being used. VR enables
the integration of objective data collection and evaluations. Addressing these challenges requires further
research into developing cost-efective systems, integrating robust assessment methods, and aligning
VR training with broader educational goals.</p>
      </sec>
      <sec id="sec-2-3">
        <title>2.3. Learning Analytics (in VR)</title>
        <p>Learning analytics is a growing field in education that focuses on collecting, analyzing, and interpreting
data about learners and their contexts to enhance teaching and learning processes, e.g. [19]. The
collected data it is possible to optimize learning environments based on learning data and to gain
insights in complex educational phenomena, like group work or the professionalization of teachers.
Another use case for learning analytics is to personalize the learning experiences.</p>
        <p>In the context of teacher training, learning analytics ofers interesting possibilities to support and
evaluate classroom management skills. In virtual reality (VR) environments like Teach-R, learning
analytics can track metrics such as eye movements, the teachers’ position, interactions with students,
and responses to simulated disturbances. For example, the teacher’s gaze is an important factor
for classroom management [20]. The multimodal data points can be used to provide trainees with
feedback on their performance, support reflective practices on the experience, and highlight areas for
improvement. Visual feedback plays a central role in reflective learning processes by transforming raw
data into accessible and actionable insights. Efective visualizations allow learners to perceive patterns,
identify strengths and weaknesses, and make data-informed adjustments to their strategies. In the
context of teacher training, visual feedback mechanisms provide an opportunity to translate complex
classroom dynamics into intuitive representations, enabling trainees to understand the impact of their
decisions and actions.</p>
        <p>One approach is to use the possibilities of VR and Learning Analytics is to provide recordings from
the experience in the VR classroom through the spectator’s view [21]. The spectator-view videos were
shown to be a good support for the learners and the coaches in reflecting on challenges and enhancing
learning.</p>
        <p>Another attempt to develop a dashboard for teacher training in VR, which focuses on eye tracking
data, discussed feedback with visualization using heatmaps [15]. This type of visualization is easy to
understand, but the presented approach only depicts one modality, other data sources and other aspects
of classroom management via eye contact with students are not covered. Hlosta et al. emphasize the
opportunities of the multimodal data, which is possible to collect using VR devices in the context of
teacher training [22]. The proposed pipeline, in connection with a co-designed dashboard, serves to
create assistance in reflective processes after training experiences in VR. They highlight the importance
of the reflection phase.</p>
      </sec>
    </sec>
    <sec id="sec-3">
      <title>3. Methodology</title>
      <sec id="sec-3-1">
        <title>3.1. Application Overview</title>
        <p>Teach-R is a virtual reality (VR) application designed to support teacher training, one focus of the
application is on developing classroom management skills. It provides an immersive, interactive platform
where teacher trainees can practice managing classroom dynamics in a controlled environment.</p>
        <p>The core functionality of Teach-R revolves around a simulated classroom environment, where learners
engage with virtual students whose behaviours are either preprogrammed or controlled by a coach.
Moreover, a few automations are implemented to support the coach. One example of this is that the
virtual students (automatically) might stop disturbing the closer the teacher gets. The behaviours
of students range from active participation to varying levels of misbehaviour, allowing trainees to
experience and respond to disruptions. Scenarios include a variety of classroom setups, such as group
seating arrangements, media rooms, and laboratories.</p>
        <p>Teach-R is implemented using the Unity game engine and is compatible with various VR headsets,
e.g. the HTC Vive (pro eye) VR hardware. This setup provides a fully immersive experience for the
learners while the coach monitors and influences the virtual classroom via the desktop interface. The
system supports features such as real-time interaction, behaviour scripting, and feedback mechanisms.</p>
      </sec>
      <sec id="sec-3-2">
        <title>3.2. LA Integration</title>
        <p>The system leverages the xAPI (Experience API) specification 1 to collect structured data on user
interactions, movements, eye-tracking events, and coach instructions during training sessions. These
data points are captured as statements, consisting of an actor, verb, and object (activity), with extensions
for additional context such as activity details or environmental information.</p>
        <p>Teach-R’s technical integration of learning analytics is facilitated through the OmiLAXR framework2,
which simplifies the incorporation of tracking mechanisms into Unity-based applications. The
framework provides a semi-automated approach for data collection, ensuring consistent and reliable tracking
of user activities in the VR environment [24]. Eye-tracking data, for instance, is used to identify which
virtual students the learner focuses on. Together with the tracking of the coach’s commands (the
timing and behaviour of the students), these data streams form the foundation for evaluating classroom
management performance. This opens the possibility to track and give feedback to things, which are
otherwise challenging to obtain through traditional human observation. Moreover, the integration of
learning analytics enhances the system’s capacity to identify patterns and trends in teaching behaviour.</p>
      </sec>
      <sec id="sec-3-3">
        <title>3.3. Algorithms and Visualizations</title>
        <p>To enable feedback concerning classroom management (and here especially the misbehaviour and the
teacher’s reactions), the systems need to quantify classroom disturbances and the learner’s ability to
manage them. For this, each virtual student is assigned two scores: a disturbance score and a teacher
1www.xAPI.com, accessed 03.12.2024; Archive at Wayback Machine (https://web.archive.org/) from 28.11.2024 checked
2https://omilaxr.dev/, accessed 03.12.2024; archived at Wayback Machine (https://web.archive.org/) &gt; 03.12.2024.
control score. The disturbance score increases when misbehaviour occurs, with higher increments for
severe disruptions such as loud talking or throwing objects, and continues to rise as the misbehaviour
persists. Conversely, the teacher control score increases when the learner successfully addresses a
disturbance by prompting the student to return to an appropriate behaviour.</p>
        <p>Eye-tracking data is used to determine whether the learner notices a disturbance, while coach
instructions indicate the type and duration of the misbehaviour. When a disturbance is resolved, the
respectives scores are updated.</p>
        <p>The scores are used to give feedback about the behaviour and to facilitate reflection processes. To do
this, three visualizations were implemented.</p>
        <p>1. Bar Chart Visualization: Each virtual student has a bar chart above the head, displaying their
disturbance and teacher control scores side by side. This visualization is intended to provide a
clear, real-time overview of individual student behaviours and the learner’s responses; see Fig. 2
2. Radius and Color Visualization: This visualization maps the classroom dynamics spatially, using
colour gradients to represent the diference between disturbance and teacher control scores for
each student. A circle around the origin of a disturbance indicates its spatial impact. Using this
visualisation, disturbance developments can be traced, and the time and space of disturbances
can be aligned; see Fig. 3.
3. Surface Map Visualization: This visualization projects a three-dimensional surface map onto the
classroom floor, where the height and colour intensity correspond to the severity of disturbances
and the efectiveness of teacher control. This feedback should help to highlight areas which
might require attention quickly and easily; see Fig. 4.</p>
        <p>These visualizations are accessible in the VR environment through a portable user interface, allowing
trainees to toggle between diferent modes.</p>
      </sec>
    </sec>
    <sec id="sec-4">
      <title>4. Evaluation</title>
      <p>The first evaluation of the new visualisations was designed to review their usability. The study was
designed with five tasks, which will be detailed after the participants’ descriptions.</p>
      <sec id="sec-4-1">
        <title>4.1. Population</title>
        <p>The study sample consisted of 11 participants (N = 11), who were recruited voluntarily. Participation
was non-compensated and spanned eight days, with each participant taking part in one session within
the eight days. The participants ranged in age from 23 to 38 years, with a mean age of 29.7 years. Of
the 11 participants, three identified as female and eight as male.</p>
        <p>In terms of educational background, nine participants held degrees from universities or universities of
applied sciences, while two had completed doctorate degrees. To provide a comparison with the target
audience of pre-service teachers and coaches, participants were asked about their teaching experience.
Nine reported prior teaching experience, which varied from coaching in sports and leading vacation
camps for pupils to delivering lectures and seminars at universities or participating in school internships.
Among these, three had direct experience teaching pupils in schools, and eight had experience teaching
in higher education settings.</p>
        <p>Regarding familiarity with VR, only one participant had no prior experience with the technology.
Two participants had some knowledge of the application before, having seen screenshots of earlier
versions of the visualizations, which may have introduced a slight bias in their responses.</p>
      </sec>
      <sec id="sec-4-2">
        <title>4.2. Experimental Setup</title>
        <p>Firstly, a brief introduction to the topics of classroom management was done. The application and
hardware (HTC Vive controllers and the head-mounted device - HTC Vive Pro Eye) were explained.</p>
        <p>The next part was to think about a topic for a short lecture, around two or three minutes. If the
participants struggled to come up with a topic, the topic of a ”planned city trip with the class to a city”
was suggested.</p>
        <p>The third task was to get active in VR and to use the application for a short lecture about the chosen
topic in front of the virtual class. The participants had to deal with certain disturbances while lecturing.
The behaviour of the virtual students was manipulated using human control via the website.</p>
        <p>After finishing their micro-teaching experience, the participants were asked to work on the following
tasks while performing a think-aloud-protocol,
• Open the visualization menu to start the learning analytics reflection
• Find the classroom management visualizations (Fig. 5)
• Start the radius and colour visualization and explore the visualization with the classroom
management UI
• Start the surface map visualization and explore the visualization with the classroom management</p>
        <p>UI
• Start the bar chart visualization and explore the visualization with the classroom management UI</p>
        <p>Lastly, after giving the participant the possibility to stay in VR for further exploration, an online
questionnaire was conducted. The questionnaire consisted of demographic data, the User Experience
Questionnaire (UEQ) [25] and some additional open questions. The open question addressed the feelings
towards the visualizations if they helped to evaluate their classroom management skill, and how they
could be improved.</p>
      </sec>
      <sec id="sec-4-3">
        <title>4.3. Results</title>
        <p>The User Experience Questionnaire (UEQ) was employed to evaluate the usability and overall experience
of Teach-R, providing insights into six key factors: Attractiveness, Perspicuity, Eficiency, Dependability,
Stimulation, and Novelty. The UEQ uses a 7-point scale for 26 adjective pairs, where scores range
from -3 (very bad) to +3 (very good). The results are grouped into three broader categories: Pragmatic
Quality, Hedonic Quality, and Attractiveness; for more information, see Laugwitz et al. (2008) [25].</p>
        <p>The stimulation scale received the highest average score (mean 2.0), indicating that participants
found the tool enjoyable to use. It also showed the lowest variance, suggesting agreement among
participants on this aspect. On the other hand, perspicuity had the lowest average score (mean 1.14)
and the highest variance, reflecting mixed feedback on the tool’s intuitiveness and ease of learning.
Participants noted challenges in understanding certain visualizations, particularly the bar chart, without
additional guidance.</p>
        <p>Other dimensions, such as eficiency, dependability, and novelty, scored positively (averages ranging
from 1.36 to 1.5, see Table 1), with moderate variances, indicating generally favourable perceptions.
When grouped, hedonic quality (1.7) was rated higher than pragmatic quality (1.33).</p>
        <p>Scale
Attractiveness
Perspicuity
Eficiency
Dependability
Stimulation
Novelty</p>
        <p>Item
annoying/enjoyable
bad/good
unlikeable/pleasing
unpleasant/pleasant
unattractive/attractive
unfriendly/friendly
not understandable/understandable
dificult/easy to learn
complicated/easy
confusing/clear
slow/fast
ineficient/eficient
impractical/practical
cluttered/organized
unpredictable/predictable
obstructive/supportive
not secure/secure
does not/meets expectations
inferior/valuable
boring/exciting
not interesting/interesting
demotivating/motivating
dull/creative
conventional/inventive
usual/leading edge
conservative/innovative</p>
      </sec>
      <sec id="sec-4-4">
        <title>4.4. Discussion</title>
        <p>When grouped, hedonic quality (1.7) was rated higher than pragmatic quality (1.33), suggesting that
participants valued the enjoyable and innovative aspects of the tool over its functional utility.</p>
        <p>These findings highlight the strengths of Teach-R in engaging users while pointing to areas for
improvement, particularly in making the interface and visualizations more intuitive and accessible.</p>
        <p>Teach-R provides, on a theoretical basis, a good environment to practice classroom management,
specifically behaviour management. It also enables multimodal learning analytics and visual feedback.</p>
        <p>
          The developed visualizations highlight classroom dynamics and help learners to reflect on their
performance. The visualizations can be combined with other visualizations created in Teach-R in earlier
projects [
          <xref ref-type="bibr" rid="ref8">8, 15, 26</xref>
          ].
        </p>
        <p>The radius and colour visualization was particularly noted for its intuitive design. The tool helps to
raise awareness for disturbances and supports self-reflection, encouraging learners to analyze their
responses to classroom challenges.</p>
        <p>The bar chart visualization should be reworked to be easily accessible. A short-term solution to
use this visualization more eficiently is to explain it and its value to the coaches so they can help
learners with comprehension. After providing more explanation, a real-time view of the bar chart
visualization during or in a video analysis after the session might also provide helpful insight into
classroom behaviour.</p>
        <p>In this study, we allowed the participants to use the visualizations very freely; in most real-life
contexts, there is at least the coach, but often also various peers who are involved in the reflection
process. It’s future work to analyse the visualizations in such a context. Another factor, which should
be investigated is the time factor, the explanaition as well as the discussion of the visualizations in
reflective processes needs time, choaches need to develop best practices. Do we need all visualizations
all the time? How long does it take? Does it depend on the subject-specific didactic background?</p>
      </sec>
    </sec>
    <sec id="sec-5">
      <title>5. Conclusion</title>
      <p>In contrast to conventional classroom management evaluation strategies, such as questionnaires,
visualizing the collected data provides further insight. Exhausting the possibilities that VR provides is
crucial for a helpful user experience. By combining objective scoring with interactive visual feedback,
Teach-R promotes a deeper understanding of classroom dynamics and supports the development of
efective classroom management strategies.</p>
      <sec id="sec-5-1">
        <title>5.1. Insights and Challenges</title>
        <p>The combination of subjective feedback in its current form and the newly implemented additional
objective feedback aids in understanding classroom behaviour. Apart from aiding the coach by lowering the
cognitive load of managing the session and noting feedback details, it provides an objective foundation
for a data-based discussion. Because the teaching styles of diferent coaches and teacher trainees may
vary widely, visualising the classroom events objectively influences the way such a feedback discussion
is structured, providing a guideline.</p>
        <p>VR provides many possibilities which can be used efectively in teacher training. Using learning
analytics to display data without judging the trainee’s behaviour during the session aids in the process
of gaining further insight to evaluate their performance. Contrary to 2D data visualization, visualization
in VR provides possibilities as well as challenges which have to be adressed developing such a tool,
including immersion inside the visualization, interacting with the data and the possibility to take
diferent viewpoints.</p>
        <p>The presented tool addresses classroom management from a behavioural point of view. The manually
performed student control addresses single students with instructions and enables the same instructions
for each student. However, this neglects the social fact of the classroom and the roles of each participant
within this social system. Additionally, the same session performed by the same learner with diferent
coaches may lead to diferent visualization results based on the preferred teaching style and response
speed of the coach. Sessions and classroom management visualizations have to be analyzed keeping
in mind the objective, automated nature of the tool in a highly subjective field. Another challenge
is to highlight that LA is only supportive of reflection with the risk of creating an oversimplified
understanding of teaching.</p>
      </sec>
      <sec id="sec-5-2">
        <title>5.2. Future research</title>
        <p>The next steps in advancing this work involve several areas of development. First, the clarity and
usability of the current visualizations need refinement, incorporating user feedback to ensure they
efectively represent the complex data. Enhancing usability for both learners and coaches is also critical
for the long-term perspective of a standardised integration at diferent institutes and in various curricula.</p>
        <p>Exploring alternative visualization techniques and integrating more personalized elements could
further enhance their impact on learners or the reflection process.</p>
        <p>Additionally, expanding the range of data sources is needed. Integrating other aspects, especially
connected to classroom management (like the proximity to students, gestures, or very advanced concetps
like sentiment analysis) would provide a more holistic evaluation.</p>
        <p>Another innovative possibility is AI integration. This includes developing AI-driven models to
simulate diverse and realistic student behaviours autonomously and reducing reliance on manual
control by coaches. Incorporating adaptive AI systems to analyze the learner’s performance could
expand personalized feedback.</p>
        <p>Broader user testing across diverse populations and contexts will help evaluate the system’s
generalizability and efectiveness. At the same time, longitudinal studies could assess the long-term impact of
VR training on real-world classroom management skills. Finally, evaluating the learning outcomes of
trainees who use this system will provide evidence of its efectiveness compared to traditional methods.</p>
      </sec>
    </sec>
  </body>
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