  This work-in-progress paper discusses the use of student-centered pedagogy to
teach clinical oculomotor examination via Virtual Reality (VR). Traditional
methods, such as PowerPoint slides and lab activities, are often insufficient
for providing hands-on experience due to the high cost of clinical equipment.
To address this, a VR-based application was developed using Unity and the HTC
Vive Pro headset, offering a cost-effective solution for practical learning.
The VR app allows students to engage in oculomotor examinations at their own
pace, accommodating diverse backgrounds and learning preferences. This
application enables students to collect and analyze data, providing a realistic
simulation of clinical practice. The user study results from Doctor of Physical
Therapy students indicate a high preference for the flexibility offered by the
VR app, suggesting its potential as a valuable educational tool. Additionally,
the paper explores the broader implications of using VR in engineering and
computing education, highlighting the benefits of immersive, interactive
learning environments.
