Heinemann, BirteGörzen, SergejSchroeder, UlrikBourdin, Jean-JacquesPaquette, Eric2022-04-222022-04-222022978-3-03868-170-01017-4656https://doi.org/10.2312/eged.20221040https://diglib.eg.org:443/handle/10.2312/eged20221040Virtual reality can be used to support computer graphics teaching, e.g. by offering the chance to illustrate 3D processes that are difficult to convey. This paper describes the development and first evaluations of RePiX VR a virtual reality tool for computer graphics education, which focuses on the teaching of fundamental concepts of the rendering pipeline and offers researchers the opportunity to study learning in VR by integrating learning analytics. For this, the tool itself is presented and the evaluation, which uses quantitative methods and learning analytics to show the effectiveness of the tool. The first evaluations show that even learners without prior knowledge can use the VR tool and learn the first basics of computer graphics.Attribution 4.0 International LicenseCCS Concepts: Computing methodologies --> Virtual reality; Computer graphics; Software and its engineering --> Software prototyping; Social and professional topics --> Computer science education; Applied computing --> Interactive learning environments; E-learningComputing methodologiesVirtual realityComputer graphicsSoftware and its engineeringSoftware prototypingSocial and professional topicsComputer science educationApplied computingInteractive learning environmentsE-learningRePiX VR - Learning environment for the Rendering Pipeline in Virtual Reality10.2312/eged.202210409-168 pages