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Develop and pilot a virtual reality–based bioreactor for biomanufacturing and environmental engineering labs
Journal article   Open access   Peer reviewed

Develop and pilot a virtual reality–based bioreactor for biomanufacturing and environmental engineering labs

Xinyu Zhang, Jeremy G. Roberts, Tabe Abane, Ehijie Ebewele, Sara Fisher, Valentina Saenz and Emil Polyak
Frontiers in education (Lausanne), v 11
01 Jun 2026
url
https://doi.org/10.3389/feduc.2026.1834044View
Published, Version of Record (VoR) Open

Abstract

bioreactor laboratory training student engagement Engineering Education Virtual Reality
This case study describes the development and implementation of an interactive game of a 30-L bioreactor system in both computer and virtual reality (VR)-based versions from two angles: (1) development and integration of an interactive virtual bioreactor game system in the form of a 360-degree computer game and an immersive VR bioreactor game for a biomanufacturing laboratory course, and (2) exploratory adoption of the VR bioreactor into an environmental engineering laboratory course with an assessment of the feasibility of using it in the new discipline. The virtual bioreactor recreates a 30 L stainless-steel bioreactor, including the control panel, ancillary equipment, piping, and key elements, and supports simulated activities such as component identification and steam-in-place (SIP) operation. The system was initially developed for and implemented in a biomanufacturing lab course as a practice tool to address learning needs and later piloted in a different discipline (an environmental engineering lab course) where physical bioreactor systems were not available to address the cost and availability needs. Student lab performance and questionnaire responses (N = 13) were analyzed to understand their baseline engagement, perceived VR experience, comfort level, and satisfaction. Results showed high engagement, as 85% of students identified 30 or more of the 35 bioreactor components within a 5-minute VR experience. Behavioral engagement was evident as students explored and inspected the system and its components. High student comfort level and satisfaction together with enjoyment of immersive experience and engagement in the reflection were reported. Suggestions regarding cybersickness challenges and more interactions will guide future improvements. The results indicate the feasibility to implement the VR bioreactor game into an environmental engineering lab as an alternative to costly and inaccessible laboratory equipment even though it was originally developed for a biomanufacturing lab. Its potential to be implemented in labs in multiple disciplines encourages further study for adoption of VR modules across disciplines or cross-disciplinary consideration when developing or implementing a VR module.

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