Ruchi Sembey
Current Organizations / Institutes
The organizations/institutes from the scholar's latest article
Ruchi Sembey has a total of 16 co-authors. Here are the top co-authors by number of shared publications:
- John Grundy
Monash University, Melbourne, Australia
4 shared publications - Roberto Martinez-Maldonado
Monash University
3 shared publications - Dimitrij (Mitja) Hmeljak
Department of Computer Science, Indiana University, Bloomington, IN, USA
2 shared publications - Giulia Alberini
School of Computer Science, McGill University, Montréal, QC, Canada
2 shared publications - Konstantinos Liaskos
University of Strathclyde, Glasgow, United Kingdom
2 shared publications - Megan Venn-Wycherley
Swansea University, Swansea, United Kingdom
2 shared publications
Latest Publications
- Open Access
- 9 July 2026
- Published by Association for Computing Machinery (ACM)
- p. 872
Virtual Reality, Real Challenges: Lessons Learnt from a VR Deployment In-the-Wild
Virtual Reality (VR) offers immersive, experiential learning experiences in computing education, however, its successful integration in classrooms require navigating a range of practical organizational and pedagogical challenges. This poster presents insights drawn from post-hoc educator interviews, and researcher reflections, who collaboratively deployed an 'in-the-wild' VR-based lesson in a higher education IT Professional Practice course. Our findings highlight several planning, logistical and class orchestration aspects that influence VR integration, rarely captured in controlled VR studies. We also draw attention to the importance of research aspects such as establishing partnerships with teaching teams, being flexible with classroom dynamics, educator safety and iterative refinements for sustainable VR integration. These findings can provide practical guidance for computing educators and researchers seeking to implement or study VR in authentic contexts.
- 9 July 2026
- Published by Association for Computing Machinery (ACM)
- p. 872
Open AccessVirtual Reality, Real Challenges: Lessons Learnt from a VR Deployment In-the-Wild
Virtual Reality (VR) offers immersive, experiential learning experiences in computing education, however, its successful integration in classrooms require navigating a range of practical organizational and pedagogical challenges. This poster presents insights drawn from post-hoc educator interviews, and researcher reflections, who collaboratively deployed an 'in-the-wild' VR-based lesson in a higher education IT Professional Practice course. Our findings highlight several planning, logistical and class orchestration aspects that influence VR integration, rarely captured in controlled VR studies. We also draw attention to the importance of research aspects such as establishing partnerships with teaching teams, being flexible with classroom dynamics, educator safety and iterative refinements for sustainable VR integration. These findings can provide practical guidance for computing educators and researchers seeking to implement or study VR in authentic contexts.
- Open Access
- 9 July 2026
- Published by Association for Computing Machinery (ACM)
- p. 743-744
Integration of Virtual Reality into Computing Education
- 9 July 2026
- Published by Association for Computing Machinery (ACM)
- p. 743-744
Open AccessIntegration of Virtual Reality into Computing Education
- Open Access
- 9 July 2026
- Published by Association for Computing Machinery (ACM)
- p. 827-828
VR immersion: An Experiential approach to teach Accessibility and Inclusion in Computing Education
- 9 July 2026
- Published by Association for Computing Machinery (ACM)
- p. 827-828
Open AccessVR immersion: An Experiential approach to teach Accessibility and Inclusion in Computing Education
- Open Access
- 19 March 2026
- Published by Association for Computing Machinery (ACM) in ACM Transactions on Computing Education
- Vol. 26 (2) , 1-24
Considerations for VR Integration into Human-Centered Computing Education
Virtual Reality (VR) presents opportunities for Human-Centered Computing (HCC) education by facilitating immersive and experiential learning that may help students engage with complex user needs and real-world design contexts. Despite long-term interest in VR in HCC education, its integration into regular teaching practices across higher education remains limited, with a notable gap in understanding educators’ perspectives on the practical considerations that influence the integration of VR into their teaching. We conducted semi-structured interviews with 15 HCC educators following a brief VR simulation using a head-mounted display and a questionnaire on demographics and prior VR experience. Using thematic analysis, our qualitative findings reveal 21 practical considerations relating to three key themes: (a) technology access and provisioning, (b) pedagogical considerations, and (c) VR design and sourcing considerations. Educators identified diverse practical considerations for effective VR integration, including equipment and tech support, health and safety, cost, instructional design, training needs, and VR content development. Our research findings offer actionable implications for computing educators and administrators to inform the planning and integration of VR-supported learning experiences, and VR designers to design pedagogically-suitable VR experiences. Our study also identified seven future research directions, including the need to examine disciplinary-specific VR needs, develop decision-making frameworks for content sourcing, explore pedagogical facilitation strategies, and investigate real-world implementation dynamics in authentic classroom settings.
- 19 March 2026
- Published by Association for Computing Machinery (ACM) in ACM Transactions on Computing Education
- Vol. 26 (2) , 1-24
Open AccessConsiderations for VR Integration into Human-Centered Computing Education
Virtual Reality (VR) presents opportunities for Human-Centered Computing (HCC) education by facilitating immersive and experiential learning that may help students engage with complex user needs and real-world design contexts. Despite long-term interest in VR in HCC education, its integration into regular teaching practices across higher education remains limited, with a notable gap in understanding educators’ perspectives on the practical considerations that influence the integration of VR into their teaching. We conducted semi-structured interviews with 15 HCC educators following a brief VR simulation using a head-mounted display and a questionnaire on demographics and prior VR experience. Using thematic analysis, our qualitative findings reveal 21 practical considerations relating to three key themes: (a) technology access and provisioning, (b) pedagogical considerations, and (c) VR design and sourcing considerations. Educators identified diverse practical considerations for effective VR integration, including equipment and tech support, health and safety, cost, instructional design, training needs, and VR content development. Our research findings offer actionable implications for computing educators and administrators to inform the planning and integration of VR-supported learning experiences, and VR designers to design pedagogically-suitable VR experiences. Our study also identified seven future research directions, including the need to examine disciplinary-specific VR needs, develop decision-making frameworks for content sourcing, explore pedagogical facilitation strategies, and investigate real-world implementation dynamics in authentic classroom settings.
- Open Access
- 27 June 2025
- Published by Association for Computing Machinery (ACM)
- p. 136-175
Computing Science Research: Broadening Participation through Undergraduate Experiences
- 27 June 2025
- Published by Association for Computing Machinery (ACM)
- p. 136-175
Open AccessComputing Science Research: Broadening Participation through Undergraduate Experiences
- Open Access
- 13 June 2025
- Published by Association for Computing Machinery (ACM)
- p. 695-696
Exploring Effective Early Research Exposure for Broadening Participation in Computing Science
- 13 June 2025
- Published by Association for Computing Machinery (ACM)
- p. 695-696
Open AccessExploring Effective Early Research Exposure for Broadening Participation in Computing Science
- Top Cited PapersOpen Access
- 15 February 2024
- Published by Elsevier in Journal of Systems and Software
- Vol. 211
Emerging technologies in higher education assessment and feedback practices: A systematic literature review
- 15 February 2024
- Published by Elsevier in Journal of Systems and Software
- Vol. 211
Top Cited PapersOpen AccessEmerging technologies in higher education assessment and feedback practices: A systematic literature review