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Authenticity, Interactivity, and Collaboration in VR Learning Games
Decreasing cost and increasing technology access in schools places 3D immersive virtual reality (VR) within the reach of K-12 classrooms (Korbey, 2017). Educators have great interest in incorporating VR into classrooms because they are engaging and often novel experiences. However, long-term curricu...
Autores principales: | , , , |
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Formato: | Online Artículo Texto |
Lenguaje: | English |
Publicado: |
Frontiers Media S.A.
2018
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Materias: | |
Acceso en línea: | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC7805727/ https://www.ncbi.nlm.nih.gov/pubmed/33501011 http://dx.doi.org/10.3389/frobt.2018.00133 |
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author | Thompson, Meredith M. Wang, Annie Roy, Dan Klopfer, Eric |
author_facet | Thompson, Meredith M. Wang, Annie Roy, Dan Klopfer, Eric |
author_sort | Thompson, Meredith M. |
collection | PubMed |
description | Decreasing cost and increasing technology access in schools places 3D immersive virtual reality (VR) within the reach of K-12 classrooms (Korbey, 2017). Educators have great interest in incorporating VR into classrooms because they are engaging and often novel experiences. However, long-term curriculum development must be positioned on how to best leverage the unique affordances of VR, be informed by theory and research, and integrate VR in meaningful ways that continue to motivate students even after experiences are no longer novel. We propose the theoretical framework of embodied learning and discuss how VR and reflect on current research findings to outline effective applications of VR and provide guidelines in developing educational materials using those tools. We discuss two particular examples: spatial awareness and collaboration. We share our perspectives on the benefits and challenges of applying these principles in a learning game about cellular biology. |
format | Online Article Text |
id | pubmed-7805727 |
institution | National Center for Biotechnology Information |
language | English |
publishDate | 2018 |
publisher | Frontiers Media S.A. |
record_format | MEDLINE/PubMed |
spelling | pubmed-78057272021-01-25 Authenticity, Interactivity, and Collaboration in VR Learning Games Thompson, Meredith M. Wang, Annie Roy, Dan Klopfer, Eric Front Robot AI Robotics and AI Decreasing cost and increasing technology access in schools places 3D immersive virtual reality (VR) within the reach of K-12 classrooms (Korbey, 2017). Educators have great interest in incorporating VR into classrooms because they are engaging and often novel experiences. However, long-term curriculum development must be positioned on how to best leverage the unique affordances of VR, be informed by theory and research, and integrate VR in meaningful ways that continue to motivate students even after experiences are no longer novel. We propose the theoretical framework of embodied learning and discuss how VR and reflect on current research findings to outline effective applications of VR and provide guidelines in developing educational materials using those tools. We discuss two particular examples: spatial awareness and collaboration. We share our perspectives on the benefits and challenges of applying these principles in a learning game about cellular biology. Frontiers Media S.A. 2018-12-19 /pmc/articles/PMC7805727/ /pubmed/33501011 http://dx.doi.org/10.3389/frobt.2018.00133 Text en Copyright © 2018 Thompson, Wang, Roy and Klopfer. http://creativecommons.org/licenses/by/4.0/ This is an open-access article distributed under the terms of the Creative Commons Attribution License (CC BY). The use, distribution or reproduction in other forums is permitted, provided the original author(s) and the copyright owner(s) are credited and that the original publication in this journal is cited, in accordance with accepted academic practice. No use, distribution or reproduction is permitted which does not comply with these terms. |
spellingShingle | Robotics and AI Thompson, Meredith M. Wang, Annie Roy, Dan Klopfer, Eric Authenticity, Interactivity, and Collaboration in VR Learning Games |
title | Authenticity, Interactivity, and Collaboration in VR Learning Games |
title_full | Authenticity, Interactivity, and Collaboration in VR Learning Games |
title_fullStr | Authenticity, Interactivity, and Collaboration in VR Learning Games |
title_full_unstemmed | Authenticity, Interactivity, and Collaboration in VR Learning Games |
title_short | Authenticity, Interactivity, and Collaboration in VR Learning Games |
title_sort | authenticity, interactivity, and collaboration in vr learning games |
topic | Robotics and AI |
url | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC7805727/ https://www.ncbi.nlm.nih.gov/pubmed/33501011 http://dx.doi.org/10.3389/frobt.2018.00133 |
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