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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...

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Detalles Bibliográficos
Autores principales: Thompson, Meredith M., Wang, Annie, Roy, Dan, Klopfer, Eric
Formato: Online Artículo Texto
Lenguaje:English
Publicado: Frontiers Media S.A. 2018
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.
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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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