Learning and Individual Differences, Год журнала: 2024, Номер 116, С. 102564 - 102564
Опубликована: Сен. 24, 2024
Язык: Английский
Learning and Individual Differences, Год журнала: 2024, Номер 116, С. 102564 - 102564
Опубликована: Сен. 24, 2024
Язык: Английский
IEEE Transactions on Visualization and Computer Graphics, Год журнала: 2022, Номер 29(8), С. 3698 - 3713
Опубликована: Апрель 25, 2022
We present an empirical evaluation of immersion and self-avatars as compared to desktop viewing in Virtual Reality (VR) for learning computer programming computational thinking middle school education using educational VR simulation. Students were asked programmatically choreograph dance performances virtual characters within application we built earlier called Environment Interactions (VEnvI). As part a science class, 90 students from the 6th 7th grades participated our study. All first visually programmed choreography character they created VEnvI on laptop. Then, viewed interacted with resulting performance between-subjects design one three conditions. contrasted benefits embodied immersive reality (EVR) utilizing head-mounted display body-scaled gender-matched self-avatar, only (IVR) viewing, (NVR) pedagogical outcomes, performance, presence, attitudes towards STEM thinking. Results cognition questionnaire showed that, dimensions Knowledge Understanding (Bloom's taxonomy) well Multistructural (SOLO taxonomy), participants EVR IVR scored significantly higher than NVR. Also, IVR. also discovered similar results objective presence scores VEnvI. Furthermore, students' science, confidence, impressions improved be highest then NVR condition. Our work suggests that educators developers simulations, who want enhance knowledge understanding simultaneous acquisition multiple abstract concepts, can do so by employing experiences.
Язык: Английский
Процитировано
22Virtual Reality, Год журнала: 2024, Номер 28(1)
Опубликована: Март 1, 2024
Abstract This study aimed to examine the challenges that adult participants experienced in immersive virtual reality (I-VR). Practitioners have indicated some persist from trainee and scholars called for design development of (VR) applications based on learning theories. Thus, we examined immersed learners during self-discovery game mechanics assembly task within an early-development I-VR program. We clarified phenomenon by studying self-reported problem statements 168 university students staff. They used HTC Vive Pro Eye device a custom-built software. Through iterative content analysis post-survey video-stimulated recall interviews, retrieved 481 participants. As result, derived detailed 89 challenges, 22 component features, 11 components, 5 principal factors learning. The most cited components found challenging were use controllers functions, reciprocal software interaction, spatial navigational constraints, relevance realisation, learner capabilities. Closer inspection quantified data revealed without digital gaming experience reported relatively more hardware-related statements. findings regarding constraints helped clarify various actants involved In this paper, provide implication summary VR application developers. Further research theory-based implications training settings is needed.
Язык: Английский
Процитировано
4Interactive Learning Environments, Год журнала: 2025, Номер unknown, С. 1 - 14
Опубликована: Янв. 13, 2025
Язык: Английский
Процитировано
0Environmental Education Research, Год журнала: 2025, Номер unknown, С. 1 - 19
Опубликована: Фев. 4, 2025
Язык: Английский
Процитировано
0Communications in computer and information science, Год журнала: 2025, Номер unknown, С. 65 - 79
Опубликована: Янв. 1, 2025
Язык: Английский
Процитировано
0Lecture notes in networks and systems, Год журнала: 2025, Номер unknown, С. 98 - 108
Опубликована: Янв. 1, 2025
Язык: Английский
Процитировано
0Interactive Learning Environments, Год журнала: 2025, Номер unknown, С. 1 - 19
Опубликована: Март 19, 2025
Язык: Английский
Процитировано
0School Science and Mathematics, Год журнала: 2025, Номер unknown
Опубликована: Март 25, 2025
Abstract VR environments offer opportunities for novel science learning experiences. This article discusses how we integrated virtual reality experiences with preservice and inservice teachers. We explore the affordances of enhancing education its potential applications in secondary level classrooms. Specifically, describe use both desktop (dVR) headset (hVR) our courses designed educators. present two implemented these outline key discussions teachers regarding challenges integrating into education.
Язык: Английский
Процитировано
0Virtual Reality, Год журнала: 2025, Номер 29(2)
Опубликована: Март 28, 2025
Язык: Английский
Процитировано
0IGI Global eBooks, Год журнала: 2025, Номер unknown, С. 265 - 290
Опубликована: Апрель 4, 2025
Innovative learning systems Adaptive Learning marks a radical departure in instruction techniques than the standardized models we had. Using AI and machine learning, these are also able to analyze student data real-time allowing them adapt content, pacing, feedback according specific needs of an individual. This customization attends similarly broad spectrum rates styles students, thereby dramatically increasing engagement, retention, success. As result advancement, adaptive now enable even more changes on fly predictive insights before not only power curriculums but make education work better for all students.
Язык: Английский
Процитировано
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