2017
DOI: 10.1177/0047239517745560
|View full text |Cite
|
Sign up to set email alerts
|

Exploring Pedagogical Foundations of Existing Virtual Reality Educational Applications: A Content Analysis Study

Abstract: New virtual reality (VR) applications for education appear frequently in the marketplace but rarely contain explicit pedagogies. The research objective of this study was to identify and categorize principles and practices of pedagogy that are evident but not articulated in selected VR applications for education. Analysis of public content for the VR applications showed most were experiential while others were categorized as discovery learning, constructivism, situated cognition, direct instruction, or unclassi… Show more

Help me understand this report

Search citation statements

Order By: Relevance

Paper Sections

Select...
1
1
1
1

Citation Types

0
37
0
3

Year Published

2018
2018
2024
2024

Publication Types

Select...
6
3
1

Relationship

0
10

Authors

Journals

citations
Cited by 77 publications
(58 citation statements)
references
References 23 publications
0
37
0
3
Order By: Relevance
“…Authors generally agree that VR first emerged in the 1960s, became commercially viable in the late 1980s, and experienced a surge of interest through the 1990s (Cipresso, Giglioli, Raya, & Riva, 2018;Merchant, Goetz, Cifuentes, Keeney-Kennicutt, & Davis, 2014). Recently, technological advances related to cost and immersive capabilities have positioned it as an affordable and attractive teaching and learning tool for educators (Johnston, Olivas, Steele, Smith, & Bailey, 2018;Kardong-Edgren et al, 2019;Kavanagh, Luxton-Reilly, Wuensche, & Plimmer, 2017;Radianti, Majchrzak, Fromm, & Wohlgenannt, 2020). While affordability is relative to equipment, authors predict advances will make VR increasingly affordable in the coming years, thus resulting in its adoption and prompting calls for research into VR as an educational tool (Foronda et al, 2020;Radianti et al, 2020).…”
Section: Virtual Reality As a Teaching Tool In Post-secondary Educationmentioning
confidence: 99%
“…Authors generally agree that VR first emerged in the 1960s, became commercially viable in the late 1980s, and experienced a surge of interest through the 1990s (Cipresso, Giglioli, Raya, & Riva, 2018;Merchant, Goetz, Cifuentes, Keeney-Kennicutt, & Davis, 2014). Recently, technological advances related to cost and immersive capabilities have positioned it as an affordable and attractive teaching and learning tool for educators (Johnston, Olivas, Steele, Smith, & Bailey, 2018;Kardong-Edgren et al, 2019;Kavanagh, Luxton-Reilly, Wuensche, & Plimmer, 2017;Radianti, Majchrzak, Fromm, & Wohlgenannt, 2020). While affordability is relative to equipment, authors predict advances will make VR increasingly affordable in the coming years, thus resulting in its adoption and prompting calls for research into VR as an educational tool (Foronda et al, 2020;Radianti et al, 2020).…”
Section: Virtual Reality As a Teaching Tool In Post-secondary Educationmentioning
confidence: 99%
“…Technology development systems that utilize computer animation can support children's learning progress (Johnston, et al, 2017). Various computer animations are made applicatively with the aim of attracting children's attention.…”
Section: Figure 1 the Condition Of Librarymentioning
confidence: 99%
“…Many VR systems are driven by educational goals, and since the 1990s, the idea that first-person experience and nonsymbolic interactions with immersive systems can support the acquisition of knowledge has gained considerable traction (Winn 1993). This experiential and constructivist pedagogical approach to learning drives most educational VR applications (Johnston et al 2018) (see ▶ Possible in Education and ▶ Creative Learning and the Possible). Indeed, VR enables the transformation of abstract ideas into perceptible representations using virtual objects ("reification") in, say, numerical simulations (Gupta et al 2019).…”
Section: Simulating Alternative Worlds: Virtual Reality and The Visuamentioning
confidence: 99%