2020
DOI: 10.3991/ijet.v15i24.16615
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A Framework for the Use of Immersive Virtual Reality in Learning Environments

Abstract: Immersive Virtual Reality (iVR) technologies can enrich teaching and learning environments, but their use is often technology-driven and instructional con-cepts are missing. The design of iVR-technology-supported learning environ-ments should base on both, an evidence-based educational model as well as on features specific to iVR. Therefore, the article provides a framework for the use of iVR in learning environments based on the Cognitive Theory of Multi-media Learning (CTML). It outlines how iVR learning env… Show more

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Cited by 127 publications
(76 citation statements)
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“…By directly applying one learning type with the same learning pattern, this contributed to eliminating some parts of the intellectual skills and craft skills. Furthermore, this directly affected the learning effectiveness of the three-dimensional images for the students, including the learners who were not prepared in the long term for practicing designing work after graduation [42][43]. Therefore, provided that the instructors applied an integration of the learning patterns of active learning and childcentered learning, this would fully generate the perfection to level up the knowledge and craft skills for the learners, including create interest with high effectiveness.…”
Section: Discussionmentioning
confidence: 99%
“…By directly applying one learning type with the same learning pattern, this contributed to eliminating some parts of the intellectual skills and craft skills. Furthermore, this directly affected the learning effectiveness of the three-dimensional images for the students, including the learners who were not prepared in the long term for practicing designing work after graduation [42][43]. Therefore, provided that the instructors applied an integration of the learning patterns of active learning and childcentered learning, this would fully generate the perfection to level up the knowledge and craft skills for the learners, including create interest with high effectiveness.…”
Section: Discussionmentioning
confidence: 99%
“…1.1.4. Instructional Design and Learning Outcomes 360 • artifacts represent media whose successful use in learning contexts depends on consideration of instructional design principles for immersive media, e.g., [35,36]. For example, Petersen et al [27] investigate an immersive VFT based on a non-interactive 360 • video in a climate change learning activity.…”
Section: Fields Of Applicationmentioning
confidence: 99%
“…Therefore, Mulders et al provide a framework for the use of iVR in the learning environment based on the Multimedia Learning Cognitive Theory (CTML). It outlines how to design the iVR learning environment according to the current knowledge of multimedia learning research [8]. The Jagger et al study evaluated the effectiveness of visual case exercises provided to undergraduates in two British universities in the form of 3D immersive games as part of the mandatory business ethics module.…”
Section: Introductionmentioning
confidence: 99%