Inhaltspezifische Aktionen

LaserLabVR

LaserLabVR immersive Learning Environment developed by / Lernumgebung entwickelt von PD Dr. Rahimi-Iman - qnpi group / AG QNPi

LaserLabVR as part of qnpi-group's VR Gamification project.

 (in progress, also see www.thevrlabs.de and www.laserlabVR.de)

What started as a hobby years ago, became a time consuming spare time activity, with hours invested into 3D modelling, level design and blueprint coding, using popular software tools such as UnrealEngine5 [1], python scripts and more. An endeavor impossible without the help of great video tutorials existing online – particularly the hand-made tutorial creators of the last decade deserve a sincere “thank you” by the many consumers worldwide.

Like in our “LaserLabVR”, 3D interactive elements visualized in computer game engines combined with virtual or mixed reality (VR/XR) promise the next level of physics education with interactive learning techniques and multiplayer VR sessions in mind for future virtual classrooms, where VR/XR and AI tools can be combined for immersive gamification.

Level-Up Learning: How Virtual Reality and Gamification Could Boost Physics Teaching

Immersive technologies are reshaping how young people learn, but science education often lags behind this potential. This project demonstrates how virtual reality gamification can turn complex STEM topics such as photonics, optics, and artificial intelligence into intuitive, playful, and highly motivating learning experiences.

Using a live VR demo, I have showcased – at conferences [2, 3], public outreach events [4, 5] and in the classroom [6, 7] – an interactive learning environment where students manipulate light, explore optical phenomena, and experience AI concepts through embodied, game‑like challenges. Instead of passively consuming theory, learners engage with scientific principles through experimentation, problem‑solving, and immediate visual feedback.

My typical VR presentation highlights design principles behind effective VR learning, presents early classroom results, and outlines how educators and developers can leverage immersive gamification to boost engagement, conceptual understanding, and long‑term motivation in science education.
While VR environments can help circumvent typical limitations of traditional laboratories, such as access restrictions, safety concerns, and limited resources, they also open up entirely new spaces for experimentation and research with extraordinary flexibility in design and implementation. In addition, VR gamification can support self‑paced learning, collaborative training, and learning‑through‑experience approaches that blend teaching, exploration, and comprehension with a strong sense of play.

Who can benefit from qnpi-group´s teaching and research know-how?

  • - Educators & teachers interested in innovative digital teaching tools.
  • - EdTech developers & VR content creators.
  • - Researchers in STEM education exploring immersive learning methods.
  • - Game designers looking to apply gamification beyond entertainment.
  • - Policy makers & school administrators evaluating future‑ready education strategies. 

What is the intended “take away” for my “beta testers” and audience?

  • - Practical insight into how VR gamification can boost student engagement in STEM.
  • - Design principles for creating meaningful, scientifically sound VR learning experiences.
  • - Potential benefits of immersive environments for conceptual understanding in photonics and AI.
  • - Implementation strategies for schools, universities, and training centers.
  • - Future perspectives on how VR, AI, and gamification can shape the next generation of science education.

To summarize, a live VR demo usually shows how gamified immersive environments make photonics and AI concepts intuitive and engaging. Students explore physics through hands‑on simulations, playful research tasks, and interactive challenges that boost motivation, understanding, and creativity.
Additional info: It´s about visionary approaches for immersive learning worlds focused on physics, not detailed or accurate simulations. Using self‑created UE5 content, we can dive into a virtual environment that is already used in my own lectures and public outreach events. Through exploratory simulations and playful research scenarios, this environment can trigger diverse learning effects and inspire new development perspectives. Presenting this to young and old in VR mode via screen-sharing considered by me the most effective “starter”! Feel free to learn more on that via my Discord channel, too.

Gießen, August 2026, Arash Rahimi-Iman 

Biography in short:

Arash Rahimi-Iman is Heisenberg research group leader and lecturer at the Justus-Liebig-University Giessen. His work focuses on light-matter interactions, advanced photonic nanostructures and modern university teaching, including AI-assisted photonic design, smart machine learning and VR/XR gamification in physics. 

Dr. Rahimi-Iman studied and conducted research at several international institutions, including Julius-Maximilians-Universität Würzburg, Philipps-Universität Marburg, Stanford University, and Zhejiang University. In addition to his scientific explorations, he is active in interdisciplinary innovation involving virtual reality, artificial intelligence, and digital teaching technologies.

Figures:

(in progress)

Selected References:

(in progress)

[1] Epic Games, Inc., Unreal Engine UE5, initial release of version 5.0 in 2022, current stable release version 5.7, https://unrealengine.com/ (May 2026)

[2] Arash Rahimi-Iman, DPG SKM Regensburg, VR-mode Talk AKPIK 3.5 (March 2025)

[3] Arash Rahimi-Iman, FNMS-2025 Sino-German Symposium Frankfurt, Mainz & Beyond, VR-mode Talk (June 2025)

[4] Arash Rahimi-Iman, HackyHour Giessen, "Virtual Reality Gamification for Photonics, AI and More - Powered by Unreal Engine", VR-mode Talk (April 2026)

[5] Arash Rahimi-Iman, Straße der Experimente 2026, Mathematikum & Gießen Marketing GmbH, "LaserlabVR – Virtual Reality Gamification", on-site live interactive minigame demo with physics-related VR-education contents (May 2026)

[6] Arash Rahimi-Iman, Justus-Liebig-Universität Giessen, "Spectroscopy – machine-learning and virtual-reality enhanced", VR-mode lecture contents (April 2025)

[7] Arash Rahimi-Iman, Justus-Liebig-Universität Giessen, "Spectroscopy – from theory to applications and virtual-reality gamification", VR-mode lecture contents (April 2026)

 

Urheberrechte
Arash Rahimi-Iman