2016
DOI: 10.3389/fict.2016.00026
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Breaking Bad Behaviors: A New Tool for Learning Classroom Management Using Virtual Reality

Abstract: This article presents an immersive virtual reality (VR) system for training classroom management skills, with a specific focus on learning to manage disruptive student behavior in face-to-face, one-to-many teaching scenarios. The core of the system is a real-time 3D virtual simulation of a classroom populated by twenty-four semi-autonomous virtual students. The system has been designed as a companion tool for classroom management seminars in a syllabus for primary and secondary school teachers. This will allow… Show more

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Cited by 83 publications
(69 citation statements)
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References 38 publications
(52 reference statements)
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“…The VRexperience was followed by a semi-structured interview. Questions were partially based on the work of Lugrin et al (2016) and tapped into participants' overall impressions, simulation/user experiences, possible drawbacks, and opportunities or potentials of using VR to support pre-service teachers' development of CMS and resilience.…”
Section: Methodsmentioning
confidence: 99%
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“…The VRexperience was followed by a semi-structured interview. Questions were partially based on the work of Lugrin et al (2016) and tapped into participants' overall impressions, simulation/user experiences, possible drawbacks, and opportunities or potentials of using VR to support pre-service teachers' development of CMS and resilience.…”
Section: Methodsmentioning
confidence: 99%
“…In the period between December 2018 and April 2019, we invited two groups of users to test the classroom management VR-learning environment (Lugrin et al, 2016) and participate in a follow-up interview. The first group consisted of four pre-service teachers (one man, three women) as the goal was to evaluate their perceptions towards and experiences with a VRlearning environment to promote CMS and teacher resilience.…”
Section: Participants and Designmentioning
confidence: 99%
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“…Ein vergleichbar konfiguriertes Virtual-Reality-Projekt namens «Breaking Bad Behaviors» existiert auch an der Universität Würzburg (Lugrin et al 2016). Basierend auf einem Prä-Post-Test zur Erfassung der Classroom-Management-Kompetenzen von Studierenden vor und nach dem Besuch einer betreffenden Lehrveranstaltung berichten Lugrin et al (2018), dass der Kompetenzzuwachs bei Studierenden in der virtuellen Umgebung signifikant grösser ausfiel als bei einer Vergleichsgruppe, die mit Unterrichtsvideos arbeitete.…”
Section: Virtual Realityunclassified
“…Embodied, computer-controlled and anthropomorphic virtual agents (VAs) in virtual reality (VR) function primarily as interaction partners for users (e.g., [22]) and as background characters enlivening the virtual scenarios (e.g., [38]). To this end, VAs in a shared space require an interactive capacity allowing them to be autonomous, intelligent, conversational, and life-like.…”
Section: Introductionmentioning
confidence: 99%