2018
DOI: 10.3389/frobt.2018.00133
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Authenticity, Interactivity, and Collaboration in VR Learning Games

Abstract: 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 stud… Show more

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Cited by 16 publications
(13 citation statements)
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“…Cellverse were problematic in that the Navigator had enough information to complete the entire game by themselves. In one of these studies, the Navigators in a small playtest session (N 4) both stated in post-interviews that they "did not need the Explorer to solve the challenge" (Thompson et al, 2018b). This was corroborated by data from other researchers on the team, who noted that the Navigators they observed took the lead in each session and appeared to be in control of gameplay.…”
Section: Collaboration: Lessons Learnedmentioning
confidence: 74%
See 1 more Smart Citation
“…Cellverse were problematic in that the Navigator had enough information to complete the entire game by themselves. In one of these studies, the Navigators in a small playtest session (N 4) both stated in post-interviews that they "did not need the Explorer to solve the challenge" (Thompson et al, 2018b). This was corroborated by data from other researchers on the team, who noted that the Navigators they observed took the lead in each session and appeared to be in control of gameplay.…”
Section: Collaboration: Lessons Learnedmentioning
confidence: 74%
“…Moreover, we approach game development through a framework of Design-based Research, or DBR (Ameel & Reeves, 2008;Sandoval & Bell, 2004). Ongoing user testing, studies with various types of users, and reviews by subject matter experts have enabled us to collect valuable qualitative and quantitative data that have enhanced our understanding of how to incorporate authenticity, interactivity, and collaboration in VR learning games (Thompson et al, 2018b;Wang et al, 2019;Thompson et al, 2020;Uz Bilgin, Anteneh, & Thompson, 2020;Wang, 2020;Uz Bilgin, Anteneh, & Thompson, 2021;.…”
Section: Introductionmentioning
confidence: 99%
“…VR technology, also known as 'spiritual realm' technology, is a comprehensive information technology that integrates computer graphics, digital image processing, multimedia technology, computer simulation technology, sensor technology, display technology, and network parallel processing technology [19]. VR technology creates realistic environments through software and hardware to achieve interaction between reality and virtuality and can compensate for the shortcomings of traditional game interventions [20]. Due to the various psychological and physiological obstacles that most ADHD patients face, preventing them from effectively perceiving the surrounding world like normal children, VR can provide them with multiple sources of perception and offer new technological support for early intervention methods [21].…”
Section: Introductionmentioning
confidence: 99%
“…Primarily in the field of entertainment and computer games [1][2][3]. However, now VR is beginning to be actively used in education [4][5][6][7]. In psychological and pedagogical science, it is known that a person receives 80% of information from the outside world with the help of vision, while people remember 20% of what they see, 40% of what they see and hear, and 70% of what they see, hear and perform [8].…”
Section: Introductionmentioning
confidence: 99%